Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 1 of 1

Thread: Implementing PCSS

  1. #1
    Junior Member Newbie
    Join Date
    Nov 2016
    Posts
    7

    Implementing PCSS

    I am following the next documentation provided by NVIDIA to implement PCSS:

    http://developer.download.nvidia.com...ntegration.pdf

    My problem is that i am not sure about the definition of the following variables(Page 8 and 9):

    #define LIGHT_WORLD_SIZE .5
    #define LIGHT_FRUSTUM_WIDTH 3.75

    float2 uv = coords.xy;
    float zReceiver = coords.z; // Assumed to be eye-space z in this code

    What i understood is the following:

    LIGHT_WORLD_SIZE = The light radius sphere? And in case it is, what would be this size for a directional light?

    LIGHT_FRUSTUM_WIDTH = The frustum width of the light camera.

    LIGHT_FRUSTUM_WIDTH = 2 * SPOTLIGHT_Z_NEAR * std::tanf(SPOTLIGHT_FOV * 0.5f); // * (1) WIDTH == HEIGHT

    zReceiver/uv = eye-space of the light camera (light's position in world space)

    Am i understating it right?

    Thank you for your attention
    Last edited by Dark Photon; 12-26-2016 at 11:51 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •