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Shadows Roadmap #2594
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We are interested in shadows in cesium and the approach outlined looks like it fits the bill. If I may ask, is there any current development, and is the state of affairs presented here up to date? |
This is current. See https://github.com/fstoner/cesium/tree/depth-map |
Thanks a lot! |
Looks like a nice resource: http://learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping |
Is this done, excluding multiple lights, of course? |
@pjcozzi - the item called "Cast shadows for terrain tiles that are out of view: on the shadows-globe branch." - has any work been done towards it? We using shadows in cesium for buildings and terrain - which works great as long as you point the camera in the sun's direction - but when facing away the shadows dissapear of course. Do you have any idea about how much work this would require to implement? And possibly which part of the source code one would start looking at? Edit: didn't know I was referring to the CEO - maybe someone else can answer? |
Hi @kjartab - I don't believe anyone has made progress towards this. It may require a fair amount of work deep in the rendering engine and 3D Tiles LOD selection as the tiles in the shadow frustum need to be requested and this should not interfere with the tile caching for the main rendering pass. If you are familiar with the rendering engine and shadow algorithms, we could probably find someone to point you in the right direction but just a heads up that it might be a large effort. 😄 |
Scene.pick
with a debug viewupdatePrimitives
callczm_sunShadowMap
likeczm_globeDepthTexture
GroundPrimitive
at least for receiving shadowspolygonOffset
no longer works for rendering into the shadow map as of Chrome 50 (and Firefox equivalent), investigate if the problem is on our end or theirs. More info here.Later
Reading
It will only be a small jump from here to add
CC @fstoner
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