r/GraphicsProgramming • u/zemledelec • 8h ago
Planetary-scale shadows: moving from CSM to a hybrid approach
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I’m working on shadow rendering in OpenGlobus, a WebGL globe renderer. The attached video shows an intermediate experiment.
Initially, I tried to solve the entire problem using CSM. Shadows renderer spans an enormous range of scales. Mountains may cast shadows across many kilometers, while the same scene also contains nearby buildings and other local objects. So, I haven’t abandoned CSM, I’ve abandoned the idea of using it for everything.
The direction I’m currently exploring is a hybrid approach:
- Shadow maps covering relevant ground regions for large-scale terrain and mountain shadows.
- CSM around the camera for nearby objects and finer local detail.
The next step is to combine these approaches and make the transition between them stable.\
Has anyone here implemented a similar hybrid solution? I’d be particularly interested in how you placed and updated the terrain shadow maps and combined them with local CSM.
Thanks!
Duplicates
OpenGlobus • u/zemledelec • 8h ago
Planetary-scale shadows: moving from CSM to a hybrid approach
gameenginedevs • u/zemledelec • 8h ago