Parallel-Split Shadow Maps (PSSM) Implementation

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Anonymous Mar 11, 2009 at 14:00

09-03-10.jpg

Description
Hi,

The screen shot is to demonstrate my PSSM implementation in directx10. The idea came from the GPU Gems 3 Article and can be found on NVIDIA’s developer site. This implementation uses the cloning method described in the article. I tried using CSM but had to fight alot with “shimering” on what seemed to be the frustum edges. With PSSM a crop matrix is used for each split instead of a separate projection matrix for each split so the scene is more constant from the light’s field of view.

The models are from 3drt.com.

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starstutter 101 Mar 11, 2009 at 14:54

Ummm, I hate to say it, but why on earth did you choose a screenshot like this to show off PSSM? They’re impossible to even see in an environment like that.

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tobeythorn 101 Mar 11, 2009 at 14:56

The esoteric acronyms are not necessary. So you are Parallel-Split-Shadow-Mapping the clouds? They look pretty.

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donutFingers 101 Mar 11, 2009 at 18:44

Hi,
I appologize, it did come out a little dark. I chose this image because of the distance of the mother ship… it still casted shadows at a lower res….
you can see a clip of it here

I’m actually Parallel-Split-Shadow-Mapping the whole scene.

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monjardin 102 Mar 11, 2009 at 20:34

It looks good. You can see the small ship cast a shadow on the big one briefly near the end.