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# Ogre::LiSPSMShadowCameraSetup Class Reference

Implements the Light Space Perspective Shadow Mapping Algorithm. More...

`#include <OgreShadowCameraSetupLiSPSM.h>`

Inheritance diagram for Ogre::LiSPSMShadowCameraSetup:

[legend]
List of all members.

## Public Member Functions
| LiSPSMShadowCameraSetup (void)
| Default constructor.
virtual | ~LiSPSMShadowCameraSetup (void)
| Default destructor.
virtual void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam) const
| Returns a LiSPSM shadow camera.
virtual void | setOptimalAdjustFactor (Real n)
| Adjusts the parameter n to produce optimal shadows.
virtual Real | getOptimalAdjustFactor () const
| Get the parameter n used to produce optimal shadows.
virtual void | setUseSimpleOptimalAdjust (bool s)
| Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true).
virtual bool | getUseSimpleOptimalAdjust () const
| Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true).
void | setUseAggressiveFocusRegion (bool aggressive)
| Sets whether or not to use the more agressive approach to deciding on the focus region or not.
bool | getUseAggressiveFocusRegion () const
## Protected Member Functions
Matrix4 | calculateLiSPSM (const Matrix4 &lightSpace, const PointListBody &bodyB, const PointListBody &bodyLVS, const SceneManager &sm, const Camera &cam, const Light &light) const
| Calculates the LiSPSM projection matrix P.
Real | calculateNOpt (const Matrix4 &lightSpace, const AxisAlignedBox &bodyBABB_ls, const PointListBody &bodyLVS, const Camera &cam) const
| Calculates the distance between camera position and near clipping plane.
Real | calculateNOptSimple (const PointListBody &bodyLVS, const Camera &cam) const
| Calculates a simpler version than the one above.
Vector3 | calculateZ0_ls (const Matrix4 &lightSpace, const Vector3 &e, Real bodyB_zMax_ls, const Camera &cam) const
| Calculates the visible point on the near plane for the n_opt calculation.
Matrix4 | buildFrustumProjection (Real left, Real right, Real bottom, Real top, Real near, Real far) const
| Builds a frustum matrix.
void | calculateShadowMappingMatrix (const SceneManager &sm, const Camera &cam, const Light &light, Matrix4 *out_view, Matrix4 *out_proj, Camera *out_cam) const
| Calculates the standard shadow mapping matrix.
void | calculateB (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, PointListBody *out_bodyB) const
| Calculates the intersection bodyB.
void | calculateLVS (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, PointListBody *out_LVS) const
| Calculates the bodyLVS.
Vector3 | getLSProjViewDir (const Matrix4 &lightSpace, const Camera &cam, const PointListBody &bodyLVS) const
| Returns the projection view direction.
Vector3 | getNearCameraPoint_ws (const Matrix4 &viewMatrix, const PointListBody &bodyLVS) const
| Returns a valid near-point seen by the camera.
Matrix4 | transformToUnitCube (const Matrix4 &m, const PointListBody &body) const
| Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific shadow matrix enabled.
Matrix4 | buildViewMatrix (const Vector3 &pos, const Vector3 &dir, const Vector3 &up) const
| Builds a view matrix.
## Protected Attributes
Real | mOptAdjustFactor
| Warp factor adjustment.
bool | mUseSimpleNOpt
| Use simple nopt derivation?
Frustum * | mTempFrustum
| Temporary preallocated frustum to set up a projection matrix in ::calculateShadowMappingMatrix().
Camera * | mLightFrustumCamera
| Temporary preallocated camera to set up a light frustum for clipping in ::calculateB.
bool | mLightFrustumCameraCalculated
bool | mUseAggressiveRegion
| Use tighter focus region?
ConvexBody | mBodyB
PointListBody | mPointListBodyB
PointListBody | mPointListBodyLVS
## Static Protected Attributes
static const Matrix4 | msNormalToLightSpace
| Transform to or from light space as defined by Wimmer et al.
static const Matrix4 | msLightSpaceToNormal

## Detailed Description

Implements the Light Space Perspective Shadow Mapping Algorithm.

Remarks:
  Implements the LiSPSM algorithm for an advanced shadow map generation. LiSPSM was developed by Michael Wimmer, Daniel Scherzer and Werner Purgathofer of the TU Wien. The algorithm was presented on the Eurographics Symposium on Rendering 2004.

Note:
  Shadow mapping was introduced by Williams in 1978. First a depth image is rendered from the light's view and compared in a second pass with depth values of the normal camera view. In case the depth camera's depth value is greater than the depth seen by the light the fragment lies in the shadow. The concept has a major draw back named perspective aliasing. The shadow map distri- butes the samples uniformly meaning the position of the viewer is ignored. For the viewer however the perspective projection affects near objects to be displayed bigger than further away objects. The same thing happens with the shadow map texels: Near shadows appear very coarse and far away shadows are perfectly sampled. In 2002 Stamminger et al. presented an algorithm called Perspective Shadow Maps (PSM). PSM battles the perspective aliasing by distributing 50% of the shadow map texels for objects in the range of <near clipping="" plane=""> to <near clipping plane * 2> which inverts the problem: The shadows near the viewer are perfectly sampled, however far away shadow may contain aliasing artefacts. A near clipping plane may be a problem. But this is not the only one. In the post-perspective space the light sources are non-intuitively mapped: Directional lights may become point light and point lights may become directional lights. Also light sinks (opposite of a light source) may appear. Another problem are shadow casters located behind the viewer. In post-projective space objects behind the viewer are mapped in front of him with a flipped up-vector. LiSPSM battles the light source problem of the post-projective space by rearranging the light space before transformation in such a way that no special cases appear. This is done by converting point/spot lights into directional lights. The light space is arranged in such a way that the light direction equals the inverse UNIT_Y. In this combination the directional light will neither change its type nor its direction. Furthermore all visible objects and shadow casters affecting the user's visible area lie in front of the shadow camera: After building the intersection body that contains all these objects (body intersection building was introduced with PSM; have a look at the description for the method "calculateB" for further info) a frustum around the body's light space bounding box is created. A parameter (called 'n') automatically adjusts the shadow map sample distribution by specifying the frustum's view point - near plane which affects the perspective warp. In case the distance is small the perspecive warp will be strong. As a consequence near objects will gain quality. However there are still problems. PSM as well as LiSPSM only devote to minimize perspective aliasing. Projection aliasing is still a problem, also 'swimming artefacts' still occur. The LiSPSM quality distribution is very good but not the best available: Some sources say logarithmic shadow mapping is the non plus ultra, however others reject this thought. There is a research project on logarithmic shadow maps. The web page url is http://gamma.cs.unc.edu/logsm/. However there is no techical report available yet (Oct 23rd, 2006).

  More information can be found on the webpage of the TU Wien: http://www.cg.tuwien.ac.at/research/vr/lispsm/

  Original implementation by Matthias Fink <matthias.fink@web.de>, 2006.

Definition at line 93 of file OgreShadowCameraSetupLiSPSM.h.

## Constructor & Destructor Documentation

Ogre::LiSPSMShadowCameraSetup::LiSPSMShadowCameraSetup | ( | void |  | ) |

| Default constructor. Remarks: Nothing done here.

virtual Ogre::LiSPSMShadowCameraSetup::~LiSPSMShadowCameraSetup | ( | void |  | ) | `[virtual]`

| Default destructor. Remarks: Nothing done here.

## Member Function Documentation

Matrix4 Ogre::LiSPSMShadowCameraSetup::buildFrustumProjection | ( | Real | left,
|  | Real | right,
|  | Real | bottom,
|  | Real | top,
|  | Real | near,
|  | Real | far
| ) | const`[protected]`

| Builds a frustum matrix. Remarks: Builds a standard frustum matrix out of the distance infos of the six frustum clipping planes.

Matrix4 Ogre::FocusedShadowCameraSetup::buildViewMatrix | ( | const Vector3 & | pos,
|  | const Vector3 & | dir,
|  | const Vector3 & | up
| ) | const`[protected, inherited]`

| Builds a view matrix. Remarks: Builds a standard view matrix out of a given position, direction and up vector.

void Ogre::FocusedShadowCameraSetup::calculateB | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | const AxisAlignedBox & | sceneBB,
|  | PointListBody * | out_bodyB
| ) | const`[protected, inherited]`

  | Calculates the intersection bodyB. Remarks: The intersection bodyB consists of the concatenation the cam frustum clipped by the scene bounding box followed by a convex hullification with the light's position and the clipping with the scene bounding box and the light frustum: ((V S) + l) S L (: convex intersection, +: convex hull operation). For directional lights the bodyB is assembled out of the camera frustum clipped by the scene bounding box followed by the extrusion of all available bodyB points towards the negative light direction. The rays are intersected by a maximum bounding box and added to the bodyB points to form the final intersection bodyB point list. Parameters:
  | sm: | scene manager
  | cam: | currently active camera
  | light: | currently active light
  | sceneBB: | scene bounding box for clipping operations
  | out_bodyB: | final intersection bodyB point list

Matrix4 Ogre::LiSPSMShadowCameraSetup::calculateLiSPSM | ( | const Matrix4 & | lightSpace,
|  | const PointListBody & | bodyB,
|  | const PointListBody & | bodyLVS,
|  | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light
| ) | const`[protected]`

  | Calculates the LiSPSM projection matrix P. Remarks: The LiSPSM projection matrix will be built around the axis aligned bounding box of the intersection body B in light space. The distance between the near plane and the projection center is chosen in such a way (distance is set by the para- meter n) that the perspective error is the same on the near and far plane. In case P equals the identity matrix the algorithm falls back to a uniform shadow mapping matrix. Parameters:
  | lightSpace: | matrix of the light space transformation
  | bodyB: | intersection body B
  | bodyLVS: | intersection body LVS (relevant space in front of the camera)
  | sm: | scene manager
  | cam: | currently active camera
  | light: | currently active light

void Ogre::FocusedShadowCameraSetup::calculateLVS | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | const AxisAlignedBox & | sceneBB,
|  | PointListBody * | out_LVS
| ) | const`[protected, inherited]`

  | Calculates the bodyLVS. Remarks: Calculates the bodyLVS which consists of the convex intersection operation affecting the light frustum, the view frustum, and the current scene bounding box is used to find suitable positions in the viewer's frustum to build the rotation matrix L_r. This matrix is applied after the projection matrix L_p to avoid an accidental flip of the frustum orientation for views tilted with respect to the shadow map. Parameters:
  | scene: | holds all potential occluders / receivers as one single bounding box of the currently active scene node
  | cam: | current viewer camera
  | light: | current light
  | out_LVS: | intersection body LVS (world coordinates)

Real Ogre::LiSPSMShadowCameraSetup::calculateNOpt | ( | const Matrix4 & | lightSpace,
|  | const AxisAlignedBox & | bodyBABB_ls,
|  | const PointListBody & | bodyLVS,
|  | const Camera & | cam
| ) | const`[protected]`

  | Calculates the distance between camera position and near clipping plane. Remarks: n_opt determines the distance between light space origin (shadow camera position) and the near clipping plane to achieve an optimal perspective forshortening effect. In this way the texel distibution over the shadow map is controlled. Formula: d n_opt = --------------- sqrt(z1/z0) - 1 Parameters: d: distance between the near and the far clipping plane z0: located on the near clipping plane of the intersection body b z1: located on the far clipping plane with the same x/y values as z0 Note: A positive value is applied as the distance between viewer and near clipping plane. In case null is returned uniform shadow mapping will be applied. Parameters:
  | lightSpace: | matrix of the light space transformation
  | bodyBABB_ls: | bounding box of the tranformed (light space) bodyB
  | bodyLVS: | point list of the bodyLVS which describes the scene space which is in front of the light and the camera
  | cam: | currently active camera

Real Ogre::LiSPSMShadowCameraSetup::calculateNOptSimple | ( | const PointListBody & | bodyLVS,
|  | const Camera & | cam
| ) | const`[protected]`

| Calculates a simpler version than the one above.

void Ogre::FocusedShadowCameraSetup::calculateShadowMappingMatrix | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | Matrix4 * | out_view,
|  | Matrix4 * | out_proj,
|  | Camera * | out_cam
| ) | const`[protected, inherited]`

  | Calculates the standard shadow mapping matrix. Remarks: Provides the view and projection matrix for standard shadow mapping. Note: You can choose which things you want to have: view matrix and/or projection matrix and/or shadow camera. Passing a NULL value as parameter ignores the generation of this specific value. Parameters:
  | sm: | scene manager
  | cam: | currently active camera
  | light: | currently active light
  | out_view: | calculated uniform view shadow mapping matrix (may be NULL)
  | out_proj: | calculated uniform projection shadow mapping matrix (may be NULL)
  | out_cam: | calculated uniform shadow camera (may be NULL)

Vector3 Ogre::LiSPSMShadowCameraSetup::calculateZ0_ls | ( | const Matrix4 & | lightSpace,
|  | const Vector3 & | e,
|  | Real | bodyB_zMax_ls,
|  | const Camera & | cam
| ) | const`[protected]`

  | Calculates the visible point on the near plane for the n_opt calculation. Remarks: z0 lies on the parallel plane to the near plane through e and on the near plane of the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x. Parameters:
  | lightSpace: | matrix of the light space transformation
  | e: | the LiSPSM parameter e is located near or on the near clipping plane of the LiSPSM frustum C
  | bodyB_zMax_ls: | maximum z-value of the light space bodyB bounding box
  | cam: | currently active camera

Vector3 Ogre::FocusedShadowCameraSetup::getLSProjViewDir | ( | const Matrix4 & | lightSpace,
|  | const Camera & | cam,
|  | const PointListBody & | bodyLVS
| ) | const`[protected, inherited]`

  | Returns the projection view direction. Remarks: After the matrix L_p is applied the orientation of the light space may tilt for non-identity projections. To prevent a false shadow cast the real view direction is evaluated and applied to the light matrix L. Parameters:
  | lightSpace: | matrix of the light space transformation
  | cam: | current viewer camera
  | bodyLVS: | intersection body LVS (relevant space in front of the camera)

Vector3 Ogre::FocusedShadowCameraSetup::getNearCameraPoint_ws | ( | const Matrix4 & | viewMatrix,
|  | const PointListBody & | bodyLVS
| ) | const`[protected, inherited]`

  | Returns a valid near-point seen by the camera. Remarks: Returns a point that is situated near the camera by analyzing the bodyLVS that contains all the relevant scene space in front of the light and the camera in a point list array. The view matrix is relevant because the nearest point in front of the camera should be determined. Parameters:
  | viewMatrix: | view matrix of the current camera
  | bodyLVS: | intersection body LVS (relevant space in front of the camera)

virtual Real Ogre::LiSPSMShadowCameraSetup::getOptimalAdjustFactor | ( |  | ) | const`[virtual]`

| Get the parameter n used to produce optimal shadows. See also: setOptimalAdjustFactor Definition at line 211 of file OgreShadowCameraSetupLiSPSM.h.

virtual void Ogre::LiSPSMShadowCameraSetup::getShadowCamera | ( | const SceneManager * | sm,
|  | const Camera * | cam,
|  | const Viewport * | vp,
|  | const Light * | light,
|  | Camera * | texCam
| ) | const`[virtual]`

| Returns a LiSPSM shadow camera. Remarks: Builds and returns a LiSPSM shadow camera. More information can be found on the webpage of the TU Wien: http://www.cg.tuwien.ac.at/research/vr/lispsm/ Reimplemented from Ogre::FocusedShadowCameraSetup.

bool Ogre::FocusedShadowCameraSetup::getUseAggressiveFocusRegion | ( |  | ) | const`[inherited]`

| Definition at line 274 of file OgreShadowCameraSetupFocused.h.

virtual bool Ogre::LiSPSMShadowCameraSetup::getUseSimpleOptimalAdjust | ( |  | ) | const`[virtual]`

| Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true). Definition at line 219 of file OgreShadowCameraSetupLiSPSM.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setOptimalAdjustFactor | ( | Real | n | ) | `[virtual]`

  | Adjusts the parameter n to produce optimal shadows. Remarks: The smaller the parameter n, the stronger the perspective warping effect. The consequence of a stronger warping is that the near shadows will gain quality while the far ones will lose it. Depending on your scene and light types you may want to tweak this value - for example directional lights tend to benefit from higher values of n than other types of light, especially if you expect to see more distant shadows (say if the viewpoint is higher above the ground plane). Remember that you can supply separate ShadowCameraSetup instances configured differently per light if you wish. Parameters:
  | n | The adjustment factor - default is 0.1f.
Definition at line 207 of file OgreShadowCameraSetupLiSPSM.h.

void Ogre::FocusedShadowCameraSetup::setUseAggressiveFocusRegion | ( | bool | aggressive | ) | `[inherited]`

  | Sets whether or not to use the more agressive approach to deciding on the focus region or not. Note: There are 2 approaches that can be used to define the focus region, the more aggressive way introduced by Wimmer et al, or the original way as described in Stamminger et al. Wimmer et al's way tends to come up with a tighter focus region but in rare cases (mostly highly glancing angles) can cause some shadow casters to be clipped incorrectly. By default the more aggressive approach is used since it leads to significantly better results in most cases, but if you experience clipping issues, you can use the less agressive version. Parameters:
  | aggressive | True to use the more agressive approach, false otherwise.
Definition at line 272 of file OgreShadowCameraSetupFocused.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setUseSimpleOptimalAdjust | ( | bool | s | ) | `[virtual]`

| Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true). Definition at line 215 of file OgreShadowCameraSetupLiSPSM.h.

Matrix4 Ogre::FocusedShadowCameraSetup::transformToUnitCube | ( | const Matrix4 & | m,
|  | const PointListBody & | body
| ) | const`[protected, inherited]`

  | Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific shadow matrix enabled. Remarks: Transforms a given point list body object with the matrix m and then maps its extends to a (-1,-1,-1) / (+1,+1,+1) unit cube Parameters:
  | m: | transformation matrix applied on the point list body
  | body: | contains the points of the extends of all valid scene elements which are mapped to the unit cube

## Member Data Documentation

ConvexBody Ogre::FocusedShadowCameraSetup::mBodyB`[mutable, protected, inherited]`

| Definition at line 139 of file OgreShadowCameraSetupFocused.h.

Camera* Ogre::FocusedShadowCameraSetup::mLightFrustumCamera`[protected, inherited]`

| Temporary preallocated camera to set up a light frustum for clipping in ::calculateB. Definition at line 72 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mLightFrustumCameraCalculated`[mutable, protected, inherited]`

| Definition at line 73 of file OgreShadowCameraSetupFocused.h.

Real Ogre::LiSPSMShadowCameraSetup::mOptAdjustFactor`[protected]`

| Warp factor adjustment. Definition at line 97 of file OgreShadowCameraSetupLiSPSM.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyB`[mutable, protected, inherited]`

| Definition at line 140 of file OgreShadowCameraSetupFocused.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyLVS`[mutable, protected, inherited]`

| Definition at line 141 of file OgreShadowCameraSetupFocused.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msLightSpaceToNormal`[static, protected, inherited]`

| Definition at line 63 of file OgreShadowCameraSetupFocused.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msNormalToLightSpace`[static, protected, inherited]`

| Transform to or from light space as defined by Wimmer et al. Remarks: Point and spot lights need to be converted to directional lights to enable a 1:1 light mapping. Otherwise a directional light may become a point light or a point sink (opposite of a light source) or point/spot lights may become directional lights or light sinks. The light direction is always -y. Definition at line 62 of file OgreShadowCameraSetupFocused.h.

Frustum* Ogre::FocusedShadowCameraSetup::mTempFrustum`[protected, inherited]`

| Temporary preallocated frustum to set up a projection matrix in ::calculateShadowMappingMatrix(). Definition at line 68 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mUseAggressiveRegion`[protected, inherited]`

| Use tighter focus region? Definition at line 76 of file OgreShadowCameraSetupFocused.h.

bool Ogre::LiSPSMShadowCameraSetup::mUseSimpleNOpt`[protected]`

| Use simple nopt derivation? Definition at line 99 of file OgreShadowCameraSetupLiSPSM.h.

The documentation for this class was generated from the following file:

- OgreShadowCameraSetupLiSPSM.h

Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Thu Mar 6 09:48:50 2008