   good OGL or DX sample for omni directionnal shadow mapping
  hi everybodyi just want to know if someone has a good link to a simple tutorial (or sample) explaining the technique to cast a shadow for a omni directionnal lightthanks   
Stained Omni Directional Shadow MapsHTH;  EDIT:There's a good tutorial and source code+demo in GPU Gems 1.but bascially, omni directional shadowmapping is just an extension of spotlight shadow mapping, you just use more render targets.[Edited by - Matt Aufderheide on May 16, 2006 1:47:15 AM];  I think it is GPU Gems 1 and then there is an advanced article on omnidirectional shadow maps in ShaderX3.   ;  ok but is this GPU gems 1 article freely available (with source code and all the package) somewhere on internet ?i don't think we can force a student to buy a 50$ (?) book just to understand how he can implement shadow on this kind of light (everybody knows that students have no money ! ;)i found that very strange than neither in the Nvidia SDK nor in the DX SDK there'sthis kind of sample (but it's pretty easy to find sample for spot and directionnal light...)so if this is really not available, i will maybe develop this sample (via the empty template project in the DX sdk) and make it available somewherebut of course if it is not necessary, i will not waste my time ;)   ;  Well, as said, extending the spot light example into omni directional is not so hard.. just use more shadow targets.. I use a cubemap for my lights   ;  yes i know this isn't very hard , just want to know if it will interest someoneif not, i won't do it..   ;Quote:don't think we can force a student to buy a 50$ (?) book just to understand how he can implement shadow on this kind of light (everybody knows that students have no money ! ;)You know there is only one group of people who have less money than students ... people seem to forget them: fathers of two kids or more. As long as you are student, your money belongs to you. As soon as you got married your money belongs to you and the money of your wife belongs to her. As soon as you have kids, your money belongs partly to the shoe store (this depends on the number of females) or the toy store or the store where you can buy nice dresses ...Ok so now back to your problem: you have now 100% of a little bit of money, how about nothing of a bit more of money :-).In other words: buy the books now, you can not afford them in the future.   ;  lol :) i've just a girlfriend for the moment, it's time to me to buy a book on amazon ;)i too just want to know how can we soft shadow in a VSM omni directionnal shadow map implementation ?i don't think we can apply a gaussian blur on a cube map ?another question (the last one) what do i have to store in the R32F render target ? i understand i have to store a linear (so not the projected z) value (the distance from the point to the light)but what is the range ? 0,1 -1,1 ? or maybe i have to multiply it by 2^32 because i've a 32 bits render target ?thanks a lot for any explanation !!   ;  You can do percentage closer filtering on a cubemap. However, there is a better way: render your shadowing pass to a smaller render target and render only the shadows as a black & white image, then blur this target, then project your shadow map onto your actual scnene.   