Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
My latest and also last attempt in “shadow mapping” for a while: “Variance Shadow Mapping”. I definitely need a vacation from shadows. The routine uses chebyshev probabilist prediction (mean and variance) to approximate a shadow penumbra. The intention was to work around the massive performance hit of “Percentage Closer Filtering”, but to maintain or even surpass PCF quality wise, but I’m not quite happy with the result of this routine. The generated softshadows have a lot of really “strange” artifacts, though I can’t find any serious flaw in the implementation. Anyway here’s the setup code: GL3_ShadowMapping_VarianceShadowMapping.java and the corresponding (multipass) shaders: .vs/.vs/.vs .fs/.fs/.fs
NIGHTNIGHT by DEDDY