Regular shadow maps compute a depth map from the point of light. The shadow
shading language can be used to check the depth of the point in the same view
against the depth stored in the map to figure out if the point is in the shadow
or not. Unfortunately, regular shadow maps store only depth. So it is not
possible include semi-transparent objects in the shadow. Transparency Shadow
Maps (TSM) fix this issue by storing a transparency as a function of depth for
each pixel. They allow many semi-transparent objects to cast correct shadows.
To compute a TSM you need to use the "tsm"
display driver:
Display "test.tsm" "tsm"
"z" - Compute TSM
Display "test.tif" "file"
"z" - Compute regular shadow map
The usage of the transparency shadow maps is the same as regular
shadow maps: thru the shadow shading
language call. In the case of a regular shadow map, Pixie will lookup
binary in/out of shadow values. In the case of the transparency shadow
map, the actual opacity amount at the query value will be returned.
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