Brecht has just commented his implementation of deep shadow maps, to replace the old SoC project that is no longer under development, to 2.5!
I’m off to build…
Here’s the comment:
Revision: 23794 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23794 Author: blendix Date: 2009-10-12 21:41:40 +0200 (Mon, 12 Oct 2009) Log Message: ----------- Deep Shadow Buffer Since the deep shadow buffer summer of code project is not actively under development anymore, I decided to build my own DSM implementation from scratch, based on reusing as much existing shadow buffer code as possible. It's not very advanced, but implements the basic algorithm. Just enough so we can do shading tests with it, optimizations and other improvements can be done later. Supported: * Classical shadow buffer options: filter, soft, bias, .. * Multiple sample buffers, merged into one. * Halfway trick to support lower bias. * Compression with user defined threshold. * Non-textured alpha transparency, using Casting Alpha value. * Strand render. Not Supported: * Tiling disk cache, so can use a lot of memory. * Per part rendering for lower memory usage during creation. * Colored shadow. * Textured color/alpha shadow. * Mipmaps for faster filtering. * Volume shadows. Usage Hints: * Use sample buffers + smaller size rather than large size. * For example 512 size x 9 sample buffers instead of 2048 x 1. * Compression threshold 0.05 works, but is on the conservative side.
Here’s what Joseph Eagar had to say in his proposal:
And, here’s another link to information: