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	<title>
	Comments on: Shadow Mapping Summary &#8211; Part 1	</title>
	<atom:link href="https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/</link>
	<description>Explore an abandoned island.</description>
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		<title>
		By: Milos Bazelides		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-8490794</link>

		<dc:creator><![CDATA[Milos Bazelides]]></dc:creator>
		<pubDate>Sun, 27 Dec 2015 22:13:02 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-8490794</guid>

					<description><![CDATA[Thanks for a very interesting and informative article. I&#039;m very late to the party but one thing that worked for me in the past is a simple hybrid between
normal offset and slope scaled depth bias. I don&#039;t modify vertices at all because it creates problems on its own. Rather, I simply push depth values proportionally to sqrt(1 - viewNormal.z * viewNormal.z) where viewNormal is a surface normal transformed to light&#039;s view space. This is something that can be easily calculated in vertex shader while rendering shadow map. It still doesn&#039;t resolve sampling artifacts at grazing angles (I believe no &quot;traditional&quot; method really does) but it generates usable depth biases to such degree that using other types of bias is often not even necessary. Where grazing angle artifacts are considered a problem I simply attenuate shadows at such angles in my lighting pass.]]></description>
			<content:encoded><![CDATA[<p>Thanks for a very interesting and informative article. I&#8217;m very late to the party but one thing that worked for me in the past is a simple hybrid between<br />
normal offset and slope scaled depth bias. I don&#8217;t modify vertices at all because it creates problems on its own. Rather, I simply push depth values proportionally to sqrt(1 &#8211; viewNormal.z * viewNormal.z) where viewNormal is a surface normal transformed to light&#8217;s view space. This is something that can be easily calculated in vertex shader while rendering shadow map. It still doesn&#8217;t resolve sampling artifacts at grazing angles (I believe no &#8220;traditional&#8221; method really does) but it generates usable depth biases to such degree that using other types of bias is often not even necessary. Where grazing angle artifacts are considered a problem I simply attenuate shadows at such angles in my lighting pass.</p>
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		<title>
		By: Oscar Taylor		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2641718</link>

		<dc:creator><![CDATA[Oscar Taylor]]></dc:creator>
		<pubDate>Wed, 23 Oct 2013 23:13:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2641718</guid>

					<description><![CDATA[I am so excited to play this game when it comes out.  The Witness is one of the few games I am looking forward to in 2014.]]></description>
			<content:encoded><![CDATA[<p>I am so excited to play this game when it comes out.  The Witness is one of the few games I am looking forward to in 2014.</p>
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		<title>
		By: sh4dow		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2623787</link>

		<dc:creator><![CDATA[sh4dow]]></dc:creator>
		<pubDate>Thu, 17 Oct 2013 09:03:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2623787</guid>

					<description><![CDATA[Hm... I don&#039;t know what the structure that is casting a shadow in this screenshot looks like. But based on what one can see, I would assume that the distance between the shadow caster and the shadow catcher on the top left is smaller than the distance in the center of the image (where the character&#039;s silhoutte can be seen). Yet, the character&#039;s shadow appears to be ultra-crisp versus the shape top left being blurry. But obviously, shadows should get softer with growing distance between shadow caster and catcher, not the other way around?

But... as I said in the beginning... maybe whatever casts a shadow on the top left is further away than I would assume. Or maybe this is even a WIP screenshot from when you were still figuring things out?

At any rate - love these little bits of actual development documentation that you guys release here sometimes!]]></description>
			<content:encoded><![CDATA[<p>Hm&#8230; I don&#8217;t know what the structure that is casting a shadow in this screenshot looks like. But based on what one can see, I would assume that the distance between the shadow caster and the shadow catcher on the top left is smaller than the distance in the center of the image (where the character&#8217;s silhoutte can be seen). Yet, the character&#8217;s shadow appears to be ultra-crisp versus the shape top left being blurry. But obviously, shadows should get softer with growing distance between shadow caster and catcher, not the other way around?</p>
<p>But&#8230; as I said in the beginning&#8230; maybe whatever casts a shadow on the top left is further away than I would assume. Or maybe this is even a WIP screenshot from when you were still figuring things out?</p>
<p>At any rate &#8211; love these little bits of actual development documentation that you guys release here sometimes!</p>
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		<title>
		By: Hemlock Drew		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2622197</link>

		<dc:creator><![CDATA[Hemlock Drew]]></dc:creator>
		<pubDate>Wed, 16 Oct 2013 20:14:38 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2622197</guid>

					<description><![CDATA[The Witness Update on the Playstation Blog!!

http://blog.us.playstation.com/2013/10/16/the-witness-on-ps4-tiny-details-in-a-very-big-world/

Hemlock Drew, giving you the news you want!]]></description>
			<content:encoded><![CDATA[<p>The Witness Update on the Playstation Blog!!</p>
<p><a href="http://blog.us.playstation.com/2013/10/16/the-witness-on-ps4-tiny-details-in-a-very-big-world/" rel="nofollow ugc">http://blog.us.playstation.com/2013/10/16/the-witness-on-ps4-tiny-details-in-a-very-big-world/</a></p>
<p>Hemlock Drew, giving you the news you want!</p>
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		<title>
		By: Matteo		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2616912</link>

		<dc:creator><![CDATA[Matteo]]></dc:creator>
		<pubDate>Tue, 15 Oct 2013 09:30:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2616912</guid>

					<description><![CDATA[I was wandering if a mixed system of shadow volumes for achitechture and shadow maps for  vegetation would be better given the sleek design of some interiors... But i&#039;m a complete newbie as long as shadows are concerned.]]></description>
			<content:encoded><![CDATA[<p>I was wandering if a mixed system of shadow volumes for achitechture and shadow maps for  vegetation would be better given the sleek design of some interiors&#8230; But i&#8217;m a complete newbie as long as shadows are concerned.</p>
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		<title>
		By: Hemlock Drew		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2612596</link>

		<dc:creator><![CDATA[Hemlock Drew]]></dc:creator>
		<pubDate>Sun, 13 Oct 2013 18:22:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2612596</guid>

					<description><![CDATA[Great post!  Really thrilled to see that shadow, very exciting!]]></description>
			<content:encoded><![CDATA[<p>Great post!  Really thrilled to see that shadow, very exciting!</p>
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		<title>
		By: Adam Bogocz		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2509403</link>

		<dc:creator><![CDATA[Adam Bogocz]]></dc:creator>
		<pubDate>Wed, 25 Sep 2013 06:00:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2509403</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2496434&quot;&gt;Sami&lt;/a&gt;.

Well, there is definetly water :) It depends on how much it will reflect I guess.. and I would say that there are mirors( I think that light beam is bounced by some mirror(s) is some video) but the question is, if there will be mirrors tiltet to the angle you could see yourself.. maybe at the end of the game ? :D]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2496434">Sami</a>.</p>
<p>Well, there is definetly water :) It depends on how much it will reflect I guess.. and I would say that there are mirors( I think that light beam is bounced by some mirror(s) is some video) but the question is, if there will be mirrors tiltet to the angle you could see yourself.. maybe at the end of the game ? :D</p>
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		<title>
		By: Sami		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2496434</link>

		<dc:creator><![CDATA[Sami]]></dc:creator>
		<pubDate>Wed, 25 Sep 2013 01:01:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2496434</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2441414&quot;&gt;Adam Bogocz&lt;/a&gt;.

I also noticed that. I think most people had already assumed the character to be human, but the fact that he has a proper shadow that will probably be seen more than once in the game makes it even more realistic and immersive. Even though you don&#039;t see the character directly, you see their outline and it enhances the idea that you really are wandering around an island.

This makes me wonder, might there be any mirrors in the game?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2441414">Adam Bogocz</a>.</p>
<p>I also noticed that. I think most people had already assumed the character to be human, but the fact that he has a proper shadow that will probably be seen more than once in the game makes it even more realistic and immersive. Even though you don&#8217;t see the character directly, you see their outline and it enhances the idea that you really are wandering around an island.</p>
<p>This makes me wonder, might there be any mirrors in the game?</p>
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		<title>
		By: TastyTexel		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2469758</link>

		<dc:creator><![CDATA[TastyTexel]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 18:18:08 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2469758</guid>

					<description><![CDATA[&quot;For the most part it is scattered in obscure power point presentations, random some blog posts,[...]&quot;
You probably haven&#039;t sumbled over Real-Time Shadows: http://www.amazon.de/Real-Time-Shadows-Elmar-Eisemann/dp/1568814380/ref=pd_sim_eb_5 ;)
I can really recommend this one.]]></description>
			<content:encoded><![CDATA[<p>&#8220;For the most part it is scattered in obscure power point presentations, random some blog posts,[&#8230;]&#8221;<br />
You probably haven&#8217;t sumbled over Real-Time Shadows: <a href="http://www.amazon.de/Real-Time-Shadows-Elmar-Eisemann/dp/1568814380/ref=pd_sim_eb_5" rel="nofollow ugc">http://www.amazon.de/Real-Time-Shadows-Elmar-Eisemann/dp/1568814380/ref=pd_sim_eb_5</a> ;)<br />
I can really recommend this one.</p>
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		<title>
		By: Adam Bogocz		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2441414</link>

		<dc:creator><![CDATA[Adam Bogocz]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 05:59:50 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2441414</guid>

					<description><![CDATA[Thanks for interesting post, I will be happy to read part 2. Anyways, I see from the picture you posted that we may consider that &quot;The Withness&quot; is definetly human and for 90% a male :D]]></description>
			<content:encoded><![CDATA[<p>Thanks for interesting post, I will be happy to read part 2. Anyways, I see from the picture you posted that we may consider that &#8220;The Withness&#8221; is definetly human and for 90% a male :D</p>
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		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2431893</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 02:41:06 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2431893</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2431628&quot;&gt;fluffy&lt;/a&gt;.

Of course. Thanks for the catch!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2431628">fluffy</a>.</p>
<p>Of course. Thanks for the catch!</p>
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		<title>
		By: Stephen Hill		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2431636</link>

		<dc:creator><![CDATA[Stephen Hill]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 02:37:53 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2431636</guid>

					<description><![CDATA[Thanks for the post Ignacio!

I&#039;d been meaning to write up some thoughts on shadow cascade placement too, but you&#039;ll probably beat me to it. In any case, I look forward to part 2. :)

Michal Valient also did a good job of collecting some tricks here:
http://www.dimension3.sk/2012/09/siggraph-2012-talk-shadows-in-games-practical-considerations/
(It&#039;s not quite a &quot;random&quot; PowerPoint, given that it was in the Efficient Real-Time Shadows SIGGRAPH course.)]]></description>
			<content:encoded><![CDATA[<p>Thanks for the post Ignacio!</p>
<p>I&#8217;d been meaning to write up some thoughts on shadow cascade placement too, but you&#8217;ll probably beat me to it. In any case, I look forward to part 2. :)</p>
<p>Michal Valient also did a good job of collecting some tricks here:<br />
<a href="http://www.dimension3.sk/2012/09/siggraph-2012-talk-shadows-in-games-practical-considerations/" rel="nofollow ugc">http://www.dimension3.sk/2012/09/siggraph-2012-talk-shadows-in-games-practical-considerations/</a><br />
(It&#8217;s not quite a &#8220;random&#8221; PowerPoint, given that it was in the Efficient Real-Time Shadows SIGGRAPH course.)</p>
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		<title>
		By: fluffy		</title>
		<link>https://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/comment-page-1/#comment-2431628</link>

		<dc:creator><![CDATA[fluffy]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 02:37:48 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2281#comment-2431628</guid>

					<description><![CDATA[Should that &quot;poison&quot; distribution be &quot;Poisson&quot;?]]></description>
			<content:encoded><![CDATA[<p>Should that &#8220;poison&#8221; distribution be &#8220;Poisson&#8221;?</p>
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