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High-detail terrain shadows

By David on November 24th, 2008

The shadow rendering is now much more optimized, and has no limit on resolution! Here is a screenshot of the same terrain as before at a higher detail level. Since all of the lighting is pre-computed in the texture, the increase in quality has no affect on the framerate!

6 Responses to “High-detail terrain shadows” rss trackback
  1. THeFooJoo - November 24th, 2008 at 10:27 pm

    Will it be possible to play the game with real-time shadows as well? As far as I can tell from the screen shot, this is a static shadow-map + PCF + blur, which can be easily done in real time and optimized with the Cascading Shadow Maps technique, used in Crysis and outlined in nVIDIA’s OpenGl SDK 10.

    Not to talk down to static shadows, as they can often provide higher-quality, better looking shadows for static objects, as shown above, but they usually don’t blend well with character shadows, which will probably be generated by stencil shadow-volumes. Different settings for different generations of hardware, it’s been done before.

  2. David - November 25th, 2008 at 12:20 am

    Full-scene dynamic shadows are really cool, and I would love to add cascading shadow maps if we have time!

  3. NovaNoah - November 26th, 2008 at 4:43 pm

    0_0! Thats Really well done.

  4. New blog update on Wolfire development « gamersnewsbits.com - November 29th, 2008 at 9:05 am

    [...] focusing mainly on the Phoenix Engine’s realistic terrain system (http://blog.wolfire.com/2008/11/high-detail-terrain-shadows/), Wolfire lead programmer David Rosen has still found time to lay the foundation for [...]

  5. Yamamonkey - November 30th, 2008 at 9:40 am

    This looks very, very impressive. David, will there still be an option to keep the shadows static for us with the bad computers?

  6. Overgrowth : Indépendant et bestial - Betasjournal - December 2nd, 2008 at 8:53 am

    [...] post en date, le rendu des terrains, aussi bien l’ éclairage, les ombres, les textures réalistes mais aussi l’ animation procédurale dont le travail, de longue haleine, vient de [...]

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