He was right to give me crap, a trained monkey could have found the bug: to blend together the shadow maps, you need the correct texture coordinate to index into the previous shadow map. I had the wrong texture coordinate. Specifically, I was using the texture coordinate to index into the depth map. That was just stupid. Here's two blended shadow maps from lights at (1,0,0) and (-1,0,0):
![](http://riskybacon.com/classes/cs513/final/xmin-xplus-blend-sm.png)
And with 6 lights, one on each axis:
![](http://riskybacon.com/classes/cs513/final/6lights-sm.png)
With 26 lights:
![](http://riskybacon.com/classes/cs513/final/26lights-sm.png)
I need more lights. Here's the map on the model
![](http://riskybacon.com/classes/cs513/final/ao-on-model-sm.png)
Using the ambient occlusion to change how much light ends up on Frank:
![](http://riskybacon.com/classes/cs513/final/frank-with-ao-sm.png)
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