Love when a professor posts their lectures publically online because it shows that they actually have a desire to teach and spread their knowledge, not just get paid for their knowledge. Howdy from Texas A&M, really enjoyed the lecture!
The first time I started thinking about how this might work was when I first played Tom Clancy's Splinter Cell(The first one) back in 2003. I distinctly remember being like: "Huh. Most lights seem to cast a shadow. I notice that some are lower resolution, which implies that the shadow data is being stored in some kinda texture or matrice." I was 11 years old when I had these thoughts. 21 years later, I finally find out I was right. XD Stencil shadows explains Doom 3 SO MUCH. XD
Fun fact about shadow volumes: they are still used in both the Enfusion (DayZ Standalone) and Real Virtuality (Arma 3) engines for opaque geometry like characters, vehicles, buildings, etc, while also using shadowmaps for non-opaque geometry like glass or foliage. Very nice results when it works!
In VR, we can really get away without shadows! :-D We perceive depth and scene structure directly from stereo visual data. Still, they are awesome for realism / immersion, if your computation time can afford them. Thank you for the lecture!
Shadow volumes seem great with extremely low poly models. You can still have a 50k poly player, but have an "Ocarina of time"-poly player for shadow volumes. It seems like the pixel shader would be: void fragment() { stencil += sign(dot(normal, eye - position)); } And that'll populate the stencil with the total count. Very simple!
Love when a professor posts their lectures publically online because it shows that they actually have a desire to teach and spread their knowledge, not just get paid for their knowledge. Howdy from Texas A&M, really enjoyed the lecture!
The first time I started thinking about how this might work was when I first played Tom Clancy's Splinter Cell(The first one) back in 2003.
I distinctly remember being like: "Huh. Most lights seem to cast a shadow. I notice that some are lower resolution, which implies that the shadow data is being stored in some kinda texture or matrice."
I was 11 years old when I had these thoughts. 21 years later, I finally find out I was right. XD
Stencil shadows explains Doom 3 SO MUCH. XD
Fun fact about shadow volumes: they are still used in both the Enfusion (DayZ Standalone) and Real Virtuality (Arma 3) engines for opaque geometry like characters, vehicles, buildings, etc, while also using shadowmaps for non-opaque geometry like glass or foliage. Very nice results when it works!
In VR, we can really get away without shadows! :-D
We perceive depth and scene structure directly from stereo visual data.
Still, they are awesome for realism / immersion, if your computation time can afford them.
Thank you for the lecture!
16:00 The diagram and explanation are done well. Thank you 3000!
Great video! Explains something I've never bothered to figure out before quite clearly.
The best lecture about shadow mapping! Thank you so much!
Thank you so much! Very interesting and clear!
this is a quite complete video about the topic, thank you very much for it!
I love the look of shadow volumes and would love to implement them into my unity game. Thanks for the lecture!
Finnaly understood the depth comparison between the eye and depth texture . Thanks so much z
Shadow volumes seem great with extremely low poly models. You can still have a 50k poly player, but have an "Ocarina of time"-poly player for shadow volumes.
It seems like the pixel shader would be:
void fragment() {
stencil += sign(dot(normal, eye - position));
}
And that'll populate the stencil with the total count. Very simple!
Thank you so much for sharing your lectures
It's kinda sad that shadow volumes aren't more efficient. Seems like a pretty neat algorithm.