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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>XNA Framework</title><link>http://forums.xna.com/forums/56.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/204263.aspx</link><pubDate>Sun, 26 Jul 2009 19:10:20 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:204263</guid><dc:creator>gustav</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/204263.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=204263</wfw:commentRss><description>The problem with shadow maps and avatars is that even if you manage to render the depth in some way (dummy model, center-plane-depth), you&amp;#39;ll not be able to do self-shadowing since it requires depth tests when rendering the&lt;br /&gt;
actual avatar. Combining a dummy model (that has thicker geometry than the avatar) and the stencil buffer (as jwatte said) would produce quite good results though. Always rendering the dummy model depths while using a stencil mask created by solely the avatar
to render the avatar parts of the depth maps / final comparison map.&lt;br /&gt;&lt;br /&gt;

I didn&amp;#39;t see any self-shadowing in X-tatic&amp;#39;s screenshot but this might be what he is doing/planning to do though :P</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/204146.aspx</link><pubDate>Sun, 26 Jul 2009 11:38:51 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:204146</guid><dc:creator>Venom WKB</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/204146.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=204146</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;XTatic:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Just thought I&amp;#39;d chime in here and say that shadow mapping with avatars IS possible, with a trick or two:&lt;br /&gt;
&lt;a title="Avatar Shadow Maps Image" target="_blank" href="http://www.x-tatic.net/images/AvatarShadowMapBox.jpg"&gt;http://www.x-tatic.net/images/AvatarShadowMapBox.jpg&lt;/a&gt;&lt;br /&gt;
&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
Could you please explain the &amp;quot;trick or two&amp;quot;? ;)&lt;br /&gt;
I think i understood you used a fake avatar model, but what else?&lt;br /&gt;
&lt;br /&gt;
Did anyone noticed that in the &amp;quot;1 against 100&amp;quot; beta testing avatars have soft self shadows? :s</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/203614.aspx</link><pubDate>Fri, 24 Jul 2009 21:33:13 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:203614</guid><dc:creator>Danny Tuppeny</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/203614.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=203614</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;UberGeekGames:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Aren&amp;#39;t we past the N64 era (Wii-era too, actually) of circular darkened quads stuck to the feet of our characters? ;-)&lt;/div&gt;&lt;/BLOCKQUOTE&gt;This worked fine for World of Warcraft for almost 4 years :-D</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/203422.aspx</link><pubDate>Fri, 24 Jul 2009 17:57:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:203422</guid><dc:creator>VengantMjolnir</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/203422.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=203422</wfw:commentRss><description>I suppose you could use this technique to implement stencil volume shadows as well, that would give self shadowing. I wonder if the hard edges of the shadows though would make it more obvious that the shadow caster is a stand-in. I don&amp;#39;t suppose there is a way to get access to the geometry of the avatar for creating the shadow volumes eh?&lt;br /&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/202658.aspx</link><pubDate>Thu, 23 Jul 2009 07:27:15 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:202658</guid><dc:creator>XTatic</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/202658.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=202658</wfw:commentRss><description>Just thought I&amp;#39;d chime in here and say that shadow mapping with avatars IS possible, with a trick or two:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.x-tatic.net/images/AvatarShadowMapBox.jpg" target="_blank" title="Avatar Shadow Maps Image"&gt;http://www.x-tatic.net/images/AvatarShadowMapBox.jpg&lt;/a&gt;&lt;br /&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/196689.aspx</link><pubDate>Sun, 05 Jul 2009 23:09:30 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:196689</guid><dc:creator>Ultrahead</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/196689.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=196689</wfw:commentRss><description>It&amp;#39;s not the method described by Jon but it could work ok for simple games:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://amapplease.blogspot.com/2009/07/xnavatars-part-2-no-shadows.html"&gt;http://amapplease.blogspot.com/2009/07/xnavatars-part-2-no-shadows.html&lt;/a&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190289.aspx</link><pubDate>Mon, 15 Jun 2009 18:52:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190289</guid><dc:creator>jwatte</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190289.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190289</wfw:commentRss><description>You can flatten the avatar and render to a stencil map to get an area of &amp;quot;stuff to shadow&amp;quot; if you want. In fact, you can render your depth map that way:&lt;br /&gt;
&lt;br /&gt;
0) from the point of view of the light&lt;br /&gt;
1) render to stencil buffer, setting any pixel touched by avatar&lt;br /&gt;
2) re-render, writing a &amp;quot;central&amp;quot; depth to a render target where the stencil buffer is touched (typically the plane through the center of the avatar)&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#39;t give you self-shadowing on the avatar, but it does give you depth shadows on anything beyond the avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190272.aspx</link><pubDate>Mon, 15 Jun 2009 18:17:44 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190272</guid><dc:creator>Barkers Crest</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190272.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190272</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;UberGeekGames:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Shawn Hargreaves:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
To cast shadows from an avatar onto the environment, depth based shadow maps are out, but you could use an ID based shadow map.&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
So what would be our options for casting shadows from Avatars onto objects?&lt;br /&gt;
&lt;br /&gt;
I mean, this is the Xbox 360. Aren&amp;#39;t we past the N64 era (Wii-era too, actually) of circular darkened quads stuck to the feet of our characters? ;-)&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
&lt;br /&gt;
My plan is to build a dummy avatar model and use it for shadow mapping.  The shadow will not be 100% accurate but I think most people won&amp;#39;t be able to tell.&lt;br /&gt;
&lt;br /&gt;
I do have a game I&amp;#39;m working on that does use the circular darkened quads for shadows ( Not avatar related ).  They look good too.  :)</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190261.aspx</link><pubDate>Mon, 15 Jun 2009 17:47:32 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190261</guid><dc:creator>Nick Gravelyn</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190261.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190261</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Sowaz:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Wait, why are depth-based shadow techniques out for having avatars cast (not receive) shadows?&amp;nbsp; As long as the avatar writes to the depth buffer when rendered, it seems like you would have all you need.&amp;nbsp; Though perhaps I need to brush up on my shadow mapping algorithms?&lt;br /&gt;
&lt;/div&gt;&lt;/BLOCKQUOTE&gt;Because you have no read access to the depth buffer, so there&amp;#39;s no way to get that depth information. To implement shadow maps you normally render the object&amp;#39;s depth (using your own pixel shader) to a render target. Since you can&amp;#39;t use custom shaders with avatars, such approach is not possible.&lt;br /&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190254.aspx</link><pubDate>Mon, 15 Jun 2009 17:35:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190254</guid><dc:creator>Sowaz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190254.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190254</wfw:commentRss><description>Wait, why are depth-based shadow techniques out for having avatars cast (not receive) shadows?&amp;nbsp; As long as the avatar writes to the depth buffer when rendered, it seems like you would have all you need.&amp;nbsp; Though perhaps I need to brush up on my shadow mapping algorithms?&lt;br /&gt;</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190244.aspx</link><pubDate>Mon, 15 Jun 2009 17:18:31 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190244</guid><dc:creator>Shawn Hargreaves</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190244.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190244</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;UberGeekGames:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
So what would be our options for casting shadows from Avatars onto objects?&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
&lt;br /&gt;
ID based shadow maps are the most practical option I can think of.&lt;br /&gt;
&lt;br /&gt;
But yes, you do lose a lot of control over rendering and shading when you decide to use avatars. The avatar system has more of a cartoony graphical style, which is great for some games, but not so appropriate for others that are going for more realistic character models and lighting.</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190235.aspx</link><pubDate>Mon, 15 Jun 2009 16:53:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190235</guid><dc:creator>UberGeekGames</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190235.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190235</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Shawn Hargreaves:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
To cast shadows from an avatar onto the environment, depth based shadow maps are out, but you could use an ID based shadow map.&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
So what would be our options for casting shadows from Avatars onto objects?&lt;br /&gt;
&lt;br /&gt;
I mean, this is the Xbox 360. Aren&amp;#39;t we past the N64 era (Wii-era too, actually) of circular darkened quads stuck to the feet of our characters? ;-)</description></item><item><title>Re: Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190228.aspx</link><pubDate>Mon, 15 Jun 2009 16:45:52 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190228</guid><dc:creator>Shawn Hargreaves</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190228.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190228</wfw:commentRss><description>Avatars don&amp;#39;t support custom shaders, which includes shadow maps.&lt;br /&gt;
&lt;br /&gt;
To cast shadows onto an avatar, stencil shadows should work ok, but I don&amp;#39;t think shadow maps are possible.&lt;br /&gt;
&lt;br /&gt;
To cast shadows from an avatar onto the environment, depth based shadow maps are out, but you could use an ID based shadow map.&lt;br /&gt;</description></item><item><title>Avatars and shadow maps</title><link>http://forums.xna.com/forums/thread/190225.aspx</link><pubDate>Mon, 15 Jun 2009 16:38:44 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190225</guid><dc:creator>CosmicFlux</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190225.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190225</wfw:commentRss><description>Looking through the docs for the Avatar support, I can&amp;#39;t see the support for self-shadowing maps. Am I looking in the wrong place?&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Also, I can&amp;#39;t see how you are supposed to be able to render the avatar to a shadow map that would be used for the rest of the scene - is this even possible?&lt;/div&gt;</description></item></channel></rss>