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AVEVA™ XR Studio

Coverage

  • Last UpdatedApr 28, 2023
  • 1 minute read

Shadows debug function

Realtime parameter: csm/debug/output/Coverage

Image example

These example images demonstrate how well the Shadow map uses its texture memory by covering only the Scene pixels that require shadowing.

  • Colored lines show the Camera View frustum as seen from the Light point of view.

  • Colored boxes show the Scene area that receives shadows.

Example image

Description

Image A

In picture A is one partition that is using the full Camera frustum area for Shadow maps generation.

Image B

In picture B we have activated the parameter csm/sample_distribution/nearFarComputation and we can see that by better fitting the near/far ranges of the pixel that require shadows, the Shadow map is wasting much less space by not covering pixels that do not require shadows.

Image C

In picture C we have activated the parameter csm/sample_distribution/aabbComputation that is calculating a precise fit of the pixels that require shadows. This way the Shadow map is really fitted to the Scene being rendered (compare the small red box in this picture to the fullscreen red box in pictures A and B).

Image D

Picture D is same as Picture C but with 2 partitions instead of 1.

Embedded Image (65% Scaling) (LIVE)

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