Closed superdump closed 6 months ago
Any updates to this? The last commit in that branch was nearly a year ago
For point lights, I found this: https://kosmonautblog.wordpress.com/2017/03/25/shadow-filtering-for-pointlights/
@JMS55 yeah. I've been thinking that we should probably move to a shadow atlas and only render/update the tiles we need (each tile could be a directional light shadow map cascade, a spot light shadow map, or one face of a point light shadow 'cubemap'). Then we could prioritise which shadow maps to update (e.g. those with some lighting/occluder change that are closest to the camera?) and potentially support shadow mapping for many more spot/point light sources.
A new biasing technique: "Oriented Depth Bias" section 4.2 http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf
The Witness (Castaño 13) and Call of Duty: Advanced Warfare (Jimenez 14) methods were implemented for directional and spot lights in Bevy 0.12. #10188 is still needed, and then also PCF for point light shadow maps.
Description
Background and Reference Material
Solution
Next Steps
min(1 / dot(light dir, frag normal)^2, 100)
as introduced in Adaptive Depth Bias for Soft Shadows, make this depth biasing an option, benchmark it, and make a PR