mharrys / omni

Omnidirectional Shadow Mapping

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Omnidirectional Shadow Mapping

Demonstration on how to produce shadows for a point light. This requires six render passes to build the shadow map, then one additional render pass to render the scene with shadows.

  • Press F1 to toggle shadows.
  • Press F2 to toggle shading (shadow only mode).
  • Press SPACE to toggle point light movement.

Screenshot

scrot

How-to

This project depends on Gust, see its project page for details on dependencies.

Recursive clone required

$ git clone --recursive <repository>

Build and run

$ scons
$ cd bin
$ ./omni

Cleanup

$ scons -c

References

  1. Lance Williams. Casting curved shadows on curved surfaces. SIGGRAPH’78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques, pages 270–274, 1978.
  2. Dave Shreiner; Graham Sellers; John M. Kessenich; Bill M. Licea-Kane. OpenGL Programming Guide: The Official Guide to Learning OpenGL. Addison-Wesley Professional, 8th edition, 2013.
  3. Philipp S. Gerasimov. Chapter 12. omnidirectional shadow mapping. c2004 [downloaded 2014 May 13]. Available from http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html.
  4. Specification for texture cube map. c1999 [downloaded 2014 May 20]. Available from https://www.opengl.org/registry/specs/ARB/texture_cube_map.txt.

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Omnidirectional Shadow Mapping

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