At first I had some pretty horrible aliasing effects on surfaces with high incidence angles, but a bit of tweaking in the shader and I’ve been quite surprised at how good the results are, even without any filtering or blurring effects (which I’ll try later).
If you want to see what I mean about aliasing effects, go to the
DISPLAY SETTINGS panel and reduce the
Surface Opacity to near zero. Then set the date/time such that the Sun is quite close to the horizon. You should then be able to see an amount of jaggedness at the leading edge of each shadow block. Normally this is completely hidden by the opacity of the building facades, but it does illustrate the problem.
The key to getting a good result was not relying solely on the depth mask for all surfaces in the model. By testing each normal in the fragment shader, you don’t need to use the depth mask at all for any surfaces that face away from the light as you can assume that they are in shadow. This one tweak was enough to get rid of all sorts of visual glitches that occurred when the light source was near grazing incidence on both horizontal and vertical surfaces.
- Initial release.
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