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	<title>Comments for all noise</title>
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	<description>code and randomness</description>
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		<title>Comment on Probabalistic Shadow Map Technique Comparisions by realtimecollisiondetection.net - the blog &#187; Catching up (part 2)</title>
		<link>http://www.bzztbomb.com/noise/?p=32&#038;cpage=1#comment-305</link>
		<dc:creator>realtimecollisiondetection.net - the blog &#187; Catching up (part 2)</dc:creator>
		<pubDate>Mon, 08 Jun 2009 08:51:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=32#comment-305</guid>
		<description>[...] variants of VSM. Brian Richardson offers up some screen shots of different shadow methods in Quick Probabilistic Shadow Map Comparisons. Finally, there are so ridiculuously many shadow presentations coming out of NVidia alone, that [...]</description>
		<content:encoded><![CDATA[<p>[...] variants of VSM. Brian Richardson offers up some screen shots of different shadow methods in Quick Probabilistic Shadow Map Comparisons. Finally, there are so ridiculuously many shadow presentations coming out of NVidia alone, that [...]</p>
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		<title>Comment on Why are these new shadow map techniques filterable!? by bzzt</title>
		<link>http://www.bzztbomb.com/noise/?p=28&#038;cpage=1#comment-304</link>
		<dc:creator>bzzt</dc:creator>
		<pubDate>Fri, 12 Sep 2008 17:02:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=28#comment-304</guid>
		<description>hahaha, nah, I just need to slow down and work through the math.  The last time I read through it, I was mostly concentrating on the log filtering.  Which is quite clear!  It was a good call to list all of the transformations you made to go from w0e^x + w1e^y (on page 270) to the final filtering equation.  It made it pretty clear how it works.

I just need to follow the rest of the math in the theory section as closely as I did the log 
filtering to get the rest of it. ;)</description>
		<content:encoded><![CDATA[<p>hahaha, nah, I just need to slow down and work through the math.  The last time I read through it, I was mostly concentrating on the log filtering.  Which is quite clear!  It was a good call to list all of the transformations you made to go from w0e^x + w1e^y (on page 270) to the final filtering equation.  It made it pretty clear how it works.</p>
<p>I just need to follow the rest of the math in the theory section as closely as I did the log<br />
filtering to get the rest of it. <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on Why are these new shadow map techniques filterable!? by Marco Salvi</title>
		<link>http://www.bzztbomb.com/noise/?p=28&#038;cpage=1#comment-303</link>
		<dc:creator>Marco Salvi</dc:creator>
		<pubDate>Fri, 12 Sep 2008 16:46:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=28#comment-303</guid>
		<description>This means I have to improve my articles-writing-skills :)</description>
		<content:encoded><![CDATA[<p>This means I have to improve my articles-writing-skills <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Why are these new shadow map techniques filterable!? by bzzt</title>
		<link>http://www.bzztbomb.com/noise/?p=28&#038;cpage=1#comment-302</link>
		<dc:creator>bzzt</dc:creator>
		<pubDate>Fri, 12 Sep 2008 07:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=28#comment-302</guid>
		<description>Woah!  Thanks for commenting!  I&#039;ve got ShaderX6 and I&#039;ll probably have re-read your article a few more times before everything clicks for me.  ;)</description>
		<content:encoded><![CDATA[<p>Woah!  Thanks for commenting!  I&#8217;ve got ShaderX6 and I&#8217;ll probably have re-read your article a few more times before everything clicks for me.  <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on Why are these new shadow map techniques filterable!? by Marco Salvi</title>
		<link>http://www.bzztbomb.com/noise/?p=28&#038;cpage=1#comment-301</link>
		<dc:creator>Marco Salvi</dc:creator>
		<pubDate>Fri, 12 Sep 2008 05:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=28#comment-301</guid>
		<description>Brian,

You should buy ShaderX6 and read my article about ESM, you can find in it also your own interpretation of it :)
Even though it&#039;s not true that whatever smooth-monotonic function will do.  Note that in the ESM case there are 2 ways of approximating a step function, the one that you showed and another one that goes from -inf to 1. While the first one suffers from light bleeding on non planar receivers the second one suffers from over darkening. That&#039;s the price one has to pay with approximations ;)

Even though it&#039;s easy to replace the step function/occlusion test with another function that looks &#039;good&#039;, you are going to have all sort of different problems when geometry or lights move. Moreover a generic function doesn&#039;t allow you to know (in the general case) what rules you should apply while filtering your shadows. 

Blurring your map(s) like you can do with ESM or VSM is not magic, only works for specific reasons. For example I used exponentials because those are the only functions that can make light bleeding invariant under translations. It doesn&#039;t sound like a big deal but you don&#039;t really want your shadow to get significantly darker or lighter just because your objects are moving around some light ;)

VSMs replaces step functions with a 2D -&gt; 1D mapping, perhaps you can experiment  with some 3D textures as well :)</description>
		<content:encoded><![CDATA[<p>Brian,</p>
<p>You should buy ShaderX6 and read my article about ESM, you can find in it also your own interpretation of it <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Even though it&#8217;s not true that whatever smooth-monotonic function will do.  Note that in the ESM case there are 2 ways of approximating a step function, the one that you showed and another one that goes from -inf to 1. While the first one suffers from light bleeding on non planar receivers the second one suffers from over darkening. That&#8217;s the price one has to pay with approximations <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Even though it&#8217;s easy to replace the step function/occlusion test with another function that looks &#8216;good&#8217;, you are going to have all sort of different problems when geometry or lights move. Moreover a generic function doesn&#8217;t allow you to know (in the general case) what rules you should apply while filtering your shadows. </p>
<p>Blurring your map(s) like you can do with ESM or VSM is not magic, only works for specific reasons. For example I used exponentials because those are the only functions that can make light bleeding invariant under translations. It doesn&#8217;t sound like a big deal but you don&#8217;t really want your shadow to get significantly darker or lighter just because your objects are moving around some light <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>VSMs replaces step functions with a 2D -&gt; 1D mapping, perhaps you can experiment  with some 3D textures as well <img src='http://www.bzztbomb.com/noise/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Why are these new shadow map techniques filterable!? by bzzt</title>
		<link>http://www.bzztbomb.com/noise/?p=28&#038;cpage=1#comment-300</link>
		<dc:creator>bzzt</dc:creator>
		<pubDate>Wed, 10 Sep 2008 22:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.bzztbomb.com/noise/?p=28#comment-300</guid>
		<description>hah, this is explained in this slidedeck:

http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf</description>
		<content:encoded><![CDATA[<p>hah, this is explained in this slidedeck:</p>
<p><a href="http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf" rel="nofollow">http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf</a></p>
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