Maximize useful directional light cascade shadow map texels
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
https://www.sebastiansylvan.com/post/improving-shadow-map-utilization-for-cascaded-shadow-maps
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Also note that we're currently using an infinitely far away near plane https://github.com/bevyengine/bevy/blob/9274bfed277725e8987f8755931dc4d83e5fa08f/crates/bevy_pbr/src/render/light.rs#L1309-L1311
which is a bad idea because it destroys depth buffer precision.
Although, this might only be for culling, and not rendering? Needs more investigation.
Contributor guide
Research direction
Read the linked article and inspect crates/bevy_pbr/src/render/light.rs around lines 1309-1311. Investigate whether the infinitely far-away near plane is used only for culling or also for rendering, then determine how cascade shadow-map texel utilization and depth-buffer precision should be improved.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100