Possible improvements to Cascaded Shadow Maps
See original GitHub issueI thought I’d post a couple improvements for CSM I was thinking about in case anyone is interested and wants to pick them up.
-
Render all shadow cascades to a single shadow map target to save on shadow map branching and texture uniforms. Reference here and here
-
Add option to provide a scene bounding box or bounding sphere to the CSM object so the shadow render bounds can always encapsulate the scene.
-
Remove or rename the
Frustum
class in the/csm
folder so it won’t eventually conflict withFrustum
in core.
Issue Analytics
- State:
- Created 4 years ago
- Reactions:1
- Comments:10 (5 by maintainers)
Top Results From Across the Web
Common Techniques to Improve Shadow Depth Maps
This technical article provides an overview of some common shadow depth map algorithms and common artifacts, and explains several techniques— ...
Read more >Shadow Maps Techniques Compared - DiVA Portal
Conclusions. It is Concluded that the Cascaded Shadow Maps utilizes more re- sources, having less frame rate, higher memory consumption and total memory...
Read more >Cascaded Shadow Maps with Soft Shadows - Alex Tardif
The whole idea of cascaded shadow maps revolves around the desire to cover your camera frustum so that you have shadows on everything...
Read more >Cascaded Shadow Maps | NVIDIA
Cascaded Shadow maps (CSM) is a know approach that helps to fix the aliasing problem by providing higher resolution of the depth.
Read more >Tutorial 49 - Cascaded Shadow Mapping - OGLdev
The most logical thing to do will be to make these boxes as small as posible in order to keep the ratio of...
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
Is there any progress on this? It would be great to finally see CSM in the core!
I hope this is helpful https://doc.babylonjs.com/babylon101/shadows_csm in this playground there is a shadow (CSM) in one direction and shadow2 (normal shadowgenerator) in other direction https://www.babylonjs-playground.com/#IIZ9UU#40