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000145_mark@westford.ccur.com_Tue Dec 6 18:22:46 PST 1994.msg
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Article: 398 of comp.graphics.packages.lightwave
Xref: netcom.com comp.graphics.packages.lightwave:398
Newsgroups: comp.graphics.packages.lightwave
Path: netcom.com!ix.netcom.com!howland.reston.ans.net!news2.near.net!usenet.ccur.com!mark
From: mark@westford.ccur.com (Mark Thompson)
Subject: Re: Shadow Mapping
Distribution: na
Sender: usenet@westford.ccur.com (UNIX News)
Organization: Radiant Image Productions
Message-ID: <D0CMsw.tt@westford.ccur.com>
References: <CzBrGI.6zK@undergrad.math.uwaterloo.ca> <1fcafcbb.1d8eed55@amuc.mtroyal.ab.ca> <3bjite$3m9@news.eecs.uic.edu>
Date: Mon, 5 Dec 1994 17:48:30 GMT
Lines: 28
bdupras@bert.eecs.uic.edu (Brian Dupras) writes:
|> > shadow mapping....The map most often ends up with large blocky artifacts.
|> > Increasing the Shadow Map Size
|> > decreased the size of the "stair-steps", but we ran out of 32MB of RAM
|> we turned off the "use cone angle" feature and
|> manually positioned the shadow map box (from the light view) over the
|> small area that the rig was in.
With "Use Cone Angle" disabled, you can use spotlights to light vast areas
and still produce high quality shadows for a small selected area without
using gobs of memory. But if you plan on producing shadows over a very
large area with lots of small detail, you have to either use very large
shadow maps or resort to tracing. As Allen has pointed out in previous
posts, 24MB were consumed just for shadow maps in the Pixar film, Luxo Jr.
And that didn't even span a large area.
|> Any LW-Pro editors out there that can offer more insight?
In the next issue, I have an article dedicated to the use of shadows in LW
and a good portion covers the effective use and pitfalls of shadow maps.
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