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I’m attempting to wrap my head round learn how to greatest sort out shadows and there appears to be no nice resolution. I’ll attempt to break my query up as greatest I can.

  1. All the examples I can discover present learn how to do both a single level
    mild or single highlight, by no means a number of, and by no means ever present how
    to do them each in tandem.
  2. Most recommend solely having 1 or 2 at
    most lights that forged shadows, at the least dynamic shadows. (The
    principal solar, and perhaps a flashlight or no matter mild is closest to the
    principal digital camera).

    • If not each mild supply casts shadows, then a light-weight on one facet of a wall (that does not forged shadows) would illuminate the objects on the opposite facet of the wall? There should be some lighting strategies to handle this?
    • Is it not possible to have each mild supply forged shadow? (the reply to that is clearly no, however pondering again, I’ve performed video games and dynamic shadows from many mild sources directly are being utilized?)
  3. The examples I’ve discovered do not differentiate between deferred/ahead rendering strategies.
    • I’ve a deferred rendering pipeline, and most of my confusion comes from how it is best to correctly combine shadow maps with deferred rendering? I’ve to render the scene from the attitude of each mild supply. Point lights require dice maps, which provides one other degree of complexity to this.
  4. How can cascaded shadow maps be labored into all this?

I assume I’m simply attempting to wrap my head across the high-level overview of all of the steps that must be taken to get some working shadows..

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