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5.1.1 Standard Shadow Maps

Those are normal shadow maps that are widely used in the industry. Generating such shadow maps implies placing the camera at the position of the light source and rendering the scene from that view point (`zfile' or `shadowmap' display driver has to be selected, see section 7.3 The zfile display driver and section 7.4 The shadowmap display driver). The shadow map is then used from inside a light source shader to cast shadows on objects. Shadow maps have a number of advantages:

Now, the drawbacks:

When creating shadow maps, make sure that shadow casting objects are framed correctly (and tightly) in the camera view which is used to render the shadow map. If objects are too far (small in shadow map view), precision problems may arise and high resolutions shadow maps will be needed. If objects are too close and parts of them are clipped, shadows might be missed.

3Delight supports the "midpoint" (section 4.1 Options) algorithm for normal shadow maps. This should help you get rid of shadow bias problems in most cases.


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This document was generated by Aghiles Kheffache on July, 31 2003 using texi2html
3Delight 1.0.0. Copyright 2000-2003 The 3Delight Team. All Rights Reserved.