Тёмный

OpenGL - shadow maps (for directional lights) 

Brian Will
Подписаться 95 тыс.
Просмотров 22 тыс.
50% 1

Code samples derived from work by Joey de Vries, @joeydevries, author of learnopengl.com/
All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.

Опубликовано:

 

27 июл 2019

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 22   
@phyyl
@phyyl 3 года назад
So clear! Thanks a lot for the video.
@ciberman
@ciberman 3 года назад
Amazing explanation! Very clear!
@DMmaster335
@DMmaster335 3 года назад
Increadable explenation, big ups
@Vagelis_Prokopiou
@Vagelis_Prokopiou 5 лет назад
Very nice stuff dear Brian. Thanks!
@retroscooter2119
@retroscooter2119 4 года назад
Hi linux pingu
@Vagelis_Prokopiou
@Vagelis_Prokopiou 4 года назад
@@retroscooter2119 hi to you too.
@KropedStudio
@KropedStudio 10 месяцев назад
@@Vagelis_Prokopiou yo
@iamarugin
@iamarugin 9 месяцев назад
This was a brilliant explanation, thank you very much!
@nandukrishna8142
@nandukrishna8142 2 года назад
This video truly needs more likes and comments 🙁
@cmdlp4178
@cmdlp4178 5 лет назад
Is there a good way to calculate shadows (without using a temporary buffer), which consists of only the triangles projected on each other triangle?
@briantwill
@briantwill 5 лет назад
Self-shadowing of a model without constructing a shadow map or shadow volume? Only other option I'm aware of is ray-casting.
@cmdlp4178
@cmdlp4178 5 лет назад
@@briantwill I heard/read about a game engine, which does the shadow calculations on the CPU. It projects each triangle onto other triangles, it splits each triangle into dark and light triangles and simply sends these to the GPU and renders these. No shaders needed. I think this was done years ago, before shaders even were added to OpenGL. But I forgot where I heard/read about it and how the engine was called
@briantwill
@briantwill 5 лет назад
@@cmdlp4178 Huh, that kinda sounds like shadow volumes, but probably less efficient. Doesn't seem like it would scale well for today's typical triangle counts.
@cmdlp4178
@cmdlp4178 5 лет назад
@@briantwill this could be a good topic for a video
@andrewh111
@andrewh111 5 лет назад
sooo shadow volumes next?
@ps_lol
@ps_lol 4 года назад
Hi can you help me on shadow mapping pleasee for 330 version
@RJC65__
@RJC65__ 3 года назад
I really don't know why my code isnt working, when I got up to the point of where you had shadow acne, I didn't have any shadow acne and my shadows are all random and no where near the correct places they should be, I made sure to follow your code exactly, any reasons why this is happening?
@douggale5962
@douggale5962 2 года назад
Do you create a debug rendering context? It helps, a lot, with that kind of issue. If it goes nuts, most likely there is a call with an invalid parameter somewhere, a properly initialized debug context will report it. Really check your matrix code, make sure you are transposing or not, as appropriate. Vector multiplication with a matrix is not commutative, the order of multiplication makes a huge difference.
@cmedia425
@cmedia425 10 месяцев назад
Since this is for directional lights why is there a lightPosition variable needed for the glm::lookat function? My interpretation of the directional light was that it only needed a direction.
@WowPlusWow
@WowPlusWow 3 года назад
The explanation you gave at 11:45 makes no sense. How would the z coordinate of the position relative to the light be higher than 1 when we multiplied it by the view matrix, effectively converting it into NDC space, which ranges from [-1,1]???
@WowPlusWow
@WowPlusWow 3 года назад
It's because of the fragments that extend beyond the frustum of the orthographic projection.
@Al-Hebri
@Al-Hebri 3 года назад
Please I need a link to the code to revise my code because I have a problem here
Далее
SHADOWS! // Hazel Engine Dev Log
26:09
Просмотров 65 тыс.
Munisa Rizayeva - Aka makasi (Official Music Video)
06:18
How I Implemented Shadows in my Game Engine
7:45
Просмотров 95 тыс.
OpenGL - gamma correction, HDR tone mapping, bloom
15:26
Introduction to shaders: Learn the basics!
34:50
Просмотров 302 тыс.
The Secrets of Photorealism
24:38
Просмотров 815 тыс.
Interactive Graphics 16 - Shadow Mapping
1:06:47
Просмотров 11 тыс.
OpenGL - normal maps
13:23
Просмотров 11 тыс.
OpenGL - Framebuffer Objects
14:37
Просмотров 20 тыс.
Basic Shadow Mapping // OpenGL Tutorial #35
16:54
Просмотров 20 тыс.