Home > Crystal Space > Another year, another blog

Another year, another blog

So this is my second year at both Google Summer of Code (GSoC) and Crystal Space (CS) after the last year’s project, which you can find at: http://hairrendering.wordpress.com/.

This year I plan to implement “Real-Time Volumetric Shadows for Dynamic Objects”, by adding a new render manager in CS.

This idea came to me while trying to figure out why my hair rendering didn’t look as good as advertised by other demos, such as NVIDIA Nalu. The reason is that my hair plugin lacked self-shadowing and so I studied how this can be implemented by doing an Individual Study Option at my university, regarding “Rendering real-time self-shadowed dynamic hair”. You can find my presentation here.

For this project I plan to implement Opacity Shadow Maps (OSM) for starters and then implement some more advanced techniques, such as Fourier Opacity Mapping (FOM) and/or improve the OSM by using a different sorting algorithm.

If you would like to view the implementation, as it progress, you can check out via SVN the CS selfshadow branch (no account needed). Also, if you experience problems compiling CS, you can read this post here (it’s a little bit old, but it should do the trick).

  1. June 14, 2011 at 12:41 pm

    THX for sharing

  2. December 18, 2011 at 7:41 am

    I checked the selfshadow branch, but cannot find your project files? What are the names of them? I would like to read the shader files you used in rendering deep opacity maps.

    • voicualexandruteodor
      December 18, 2011 at 10:18 am

      The shaders are: ‘CS\data\shader-snippets\shadow\fragment-depth.xml’ (first pass), ‘CS\data\shader\shadow\shadow_osm.xml’ (second pass) and ‘CS\data\shader-snippets\lighting\shadow-osm.cginc’ (third pass).

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