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Re: What are you working on? [Re: txesmi] #429673
09/16/13 14:56
09/16/13 14:56
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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just before going to one week holiday, I converted shade-c variance shadowmapping into exponential shadowmapping. linear depth, filtering in log space. it seems to be a better choice. fast but not perfect yet, first shot:

http://www.mediafire.com/view/cicrr82mr82u60t/ESM_shot0.jpg


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Re: What are you working on? [Re: sivan] #429676
09/16/13 15:04
09/16/13 15:04
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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sivan@ looks so promissing dude, could this go as a birthday gift for me? grin


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Re: What are you working on? [Re: 3run] #429681
09/16/13 17:08
09/16/13 17:08
Joined: Mar 2011
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Budapest
sivan Offline
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yes of course grin happy birthday 3run!


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Re: What are you working on? [Re: sivan] #429685
09/16/13 19:28
09/16/13 19:28
Joined: May 2009
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Caucasus
3run Offline
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sivan@ thank you very much man laugh


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Re: What are you working on? [Re: 3run] #429715
09/17/13 10:30
09/17/13 10:30
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Budapest
sivan Offline
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little update: I think ESM ready with tweakable parameters, including 2 selectable blur type. it will replace VSM released in MB 2.2 and 2.21. throw them out grin

shadow map resolution 1366^2, are covered 3000^2 quants, 16bit float depthmap, 5 sample box blur, beside max object shader quality settings:


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Re: What are you working on? [Re: sivan] #429728
09/17/13 13:49
09/17/13 13:49
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3run Offline
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sivan@ it just looks perfect, nothing left to say.. but what about performance? is it much slower than original shade-c (0.91) shadows?


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Re: What are you working on? [Re: sivan] #429729
09/17/13 13:52
09/17/13 13:52
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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nice, are there any good information or code snippets about ESM that you could provide?

edit: '5 sample box blur'
do you mean 5 samples in total or 5 samples per axis (25 which would be a bit inefficient...)?

Last edited by Kartoffel; 09/17/13 13:54.

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Re: What are you working on? [Re: Kartoffel] #429737
09/17/13 16:28
09/17/13 16:28
Joined: Mar 2011
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Budapest
sivan Offline
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Budapest
it is a bit faster and nicer than the original shade-c vsm. normally I get at least 40 fps, but it is level dependent, and there are a lot of things to tweak performance in the corresponding shader package too. I get about 30 fps with my RTS pathfinder having 490 units moving with vertex animation in a terrain only 500x500 tile sized scene. previously it was about 25 fps.
the simple blur takes only the actual pixel itself, and the 4 adjacent ones (but sampling distance can be adjusted). I made a poisson blur too, taking 12 pixels in total. probably will make a gaussian too (sample 2x5 or similar).
I used this little blog for my implementation: http://www.olhovsky.com/2011/07/exponential-shadow-map-filtering-in-hlsl/ (Boh_Havok also read it, if you check some outcommented lines in shade-c evo shaders), and read a short nvidia presentation, and some others I have not understood...


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Re: What are you working on? [Re: sivan] #429864
09/19/13 13:18
09/19/13 13:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Sorry for the late response and thanks again!
It's basically the flood fill approach but I'm currently having a few troubles with the unit-unit collision detection, especially when there are many units they start to penetrate each other or even stockpile. However, my three approaches so far which stop that lead to a chunky unit movement, I guess this will take a while before it works smoothly and solid.

@sivan: Why did you go for a 1366^2 shadow map resolution (camera size/ texture size?)? Seems a little inappropriate to me.


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Re: What are you working on? [Re: Superku] #430161
09/24/13 20:50
09/24/13 20:50
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NRW/Germany
alibaba Offline
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Never test with your friends 2 grin

http://www.youtube.com/watch?v=GVXOpK1V47E
(you can turn on english subtitles)


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