Tag Archive - depth map
Coherence Maps
Monday 22 February, 2010 · Thesis
Last week I’ve created a small program which allows me to render all of my compressed depth maps separately. This way I can manually look at each depth map and get an idea of how correct they are. I also implemented a way to render what I call Coherence Maps. These maps give an idea on [...]
Coherent Shadow Maps: Uncompressed Algorithm
Monday 16 November, 2009 · Computer Graphics · Thesis
Since it’s been a while since I made a blogpost, time to give an update on where I’m at and what I’ve been doing the past week. So currently I’m working on rendering soft shadows using my pregenerated shadow maps. No (decent) results yet, but it’s only a matter of hours before everything is up [...]
Dual Depth Maps
Monday 2 November, 2009 · Computer Graphics · Thesis
The main goal for last week was creating dual depth maps. Whereas a regular depth map only captures the z-values that are closest to a camera position, dual depth maps capture the two closest points. When the scene is rendered and shadows have to be calculated, a bias is chosen based on the closest and [...]
Shadow Bias
Monday 26 October, 2009 · Computer Graphics · Thesis
As Jurgen pointed out this afternoon, a bias of 0.25 (see post below) for my depth maps isn’t good since depth values are already clamped in the range of [0, 1]. Adding another quarter of that to my depth values is obviously no correct way of rendering shadows. The images below show the improved results [...]
Shadows and Dragons
Sunday 25 October, 2009 · Computer Graphics · Thesis
The last days I’ve been trying to get my shadows up and running, with succes. Using an exported version of one of the depth maps, I can render shadows in my scene. One thing that suprised me was the huge amount of aliasing shadow mapping creates: Despite it being a nice effect, there is just [...]
Eerste beelden van depth maps
Tuesday 20 October, 2009 · Computer Graphics · Thesis
Na de voorbije weken weinig vooruitgang geboekt te hebben, vliegen we er deze week terug in. Gisterenavond al enkele uren gewerkt aan een script om N depth maps rondom een object te genereren (zie verder). Deze ochtend ben ik eerst op zoek gegaan naar een manier om een OpenGL textuur om te zetten in een [...]