bevyengine / bevyengine/bevy

Maximize useful directional light cascade shadow map texels

Open
#16,076 1 comment 0 reactions 0 assignees View on GitHub
A-Rendering C-Feature S-Needs-Investigation
Dominant language
Rust
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Avg merge
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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

Open the contributing 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

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