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The idea here is that we use the fastest shadow algorithm possible, and then accumulate it across frames. To get accurate accumulated soft shadows, we should jitter the light origin within the volume of the light. For a lights of any type we jitter in their volume in a Poisson-like fashion. This will create physically correct penumbra if you accumulate over time.
We can either accumulate in the main frame buffer or we could accumulate in a shadow buffer.
Sketchfab is currently jittering their light sources in order to get soft shadows when the scene is static. We have also recently implemented a basic light jitter approach in Clara.io and it gives good result. We should take it to the next level and integrate it with core Three.JS.
looeee, jaukia, todaylg and marcofugaro