Carmark's Reverse
category: general [glöplog]
Is this techique freely available?
Accordin to my research, only demo that uses is Portal Prosess "dont stop".
Ok. Im Drunnk,
Accordin to my research, only demo that uses is Portal Prosess "dont stop".
Ok. Im Drunnk,
Oh, already?
löl
haha, "carmack's" reverse - I remember ID being sued (and lost afair) for using this algorithm(-variation), as someone had invented and patented(!) it beforehand...
...Or are you just talking about stencil shadow volumes in general and not specifically the depth-fail variation?
Wasn't it Creative that did it, and essentially forced him to support EAX in exchange for licensing it? Hmm.
i think he's talking about a guy called carmark winning a Lada-sponsored reverse parking competition in Latvia back in '89 or something.
rc55: that sounds about right
And almost nobody uses that stuff anyway, people usually prefer techniques likes cascaded shadowmaps or trapezoidal shadowmaps.
(although compute shaders might put the shadow volume approach back in business, who knows...)
(although compute shaders might put the shadow volume approach back in business, who knows...)
Carl Marks!
Don't be scared to use it in a demo, noone will blame you. Carmack won't also. He will be a bit anoyed if you put skinned SVOs in your demo btw, so better don't try this for your health and your money. Anyway check out other shadow techniques because "carmack's reverse" is a bit out of the state of the art. Check out PCF shadown mapping for example.
Good Luck!
Good Luck!
Or variance shadow maps.
Just be sure to not use Smash's ribbons!
and dont use my macro i posted last night!
about shadow maps, in 2006 there was almost every month a new technique to fight aliasing. Standard shadow maps, trapezoidal shadow maps, perspective shadow maps, variance shadow maps, exponential shadow maps, cascaded shadow maps ... at work we were joking and simply speaking of "the shadow mapping technique of the month". in the end, as keops says, everybody is simply using cascaded shadow maps without any additional aliasing reduction trickery.
Johan Andersson at Dice had an interesting speak about shadows at last GDC.It's about how we solved the shadows in Frostbite-Engine, it's really worth a peak.
Pantaloon: funny coincidence, I was reading it at work this morning and even had a grin when seeing that this damn Matt Swoboda was mentionned again ;)
pantaloon: too late. that small yet absolutely evil macro was the last missing part for my ultimate doomsday device (tm).
(in other news: don't remind me of last night. cheers.)
(in other news: don't remind me of last night. cheers.)
FUTUREMARK INVERSE? sorry, caps
forgive my noobism about shadow algorithms, but why is Carmack's technique "out of the state of the art", and and why is everyone using cascaded shadow maps ?
This is pretty reverse as well: http://www.rage-game.com/home.action