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PostPosted: 03.03.2009, 02:58 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
I found this thread on gamedev interesting and thought I'd share it here:
http://www.gamedev.net/community/forums ... _id=525805

These guys are trying to come up with a bias function based on the distance to the light, instead of using a constant bias value.


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PostPosted: 03.03.2009, 03:22 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
That is very useful! I detest shadowmap-acne, and tend to avoid shadows where possible to side-step the issue entirely. This definitely merits some thought and testing.

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Tristam MacDonald - [swiftcoding]


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PostPosted: 03.03.2009, 12:25 
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Joined: 10.09.2006, 15:52
Posts: 1217
Thanks for the interesting link. This subforum is definitely the right place for such things (actually there should be more link sharing :) )

I would say in the end the bias problem is closely related to the general EPSILON problem of floating point comparisons. Here is an interesting read:
http://realtimecollisiondetection.net/pubs/GDC07_Ericson_Physics_Tutorial_Numerical_Robustness.ppt


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