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000210_mikep@sr.hp.com_Sat Dec 10 10:44:08 PST 1994.msg
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Article: 463 of comp.graphics.packages.lightwave
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From: mikep@sr.hp.com (Mike Powell)
Newsgroups: comp.graphics.packages.lightwave
Subject: Re: Shadow Mapping
Date: 8 Dec 1994 01:37:56 GMT
Organization: Hewlett Packard Sonoma County
Lines: 31
Distribution: na
Message-ID: <3c5o1k$lfq@canyon.sr.hp.com>
References: <CzBrGI.6zK@undergrad.math.uwaterloo.ca> <1fcafcbb.1d8eed55@amuc.mtroyal.ab.ca> <3bjite$3m9@news.eecs.uic.edu> <D0CMsw.tt@westford.ccur.com>
NNTP-Posting-Host: calvin.sr.hp.com
X-Newsreader: TIN [version 1.2 PL2]
Mark Thompson (mark@westford.ccur.com) wrote:
: 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.
This looks like another reason to implement negative lights...
One could set a light to illuminate a large area... then set
a smaller spot to illuminate only the areas that need shadow
mapping, then parent a negative light to it with the same cone
angle, to subtract the broad illumination of the first light.
Hmmmm... facinating.
-Mike-