Shadow maps aliasing


I’m using shadow maps algorithm (as explained in Paul’s Project - shadow maps ) in a chess game. I use accumulation buffer to render from several light sources, thus creating soft shadows.

The problem is the self aliasing which I cannot get rid of.

Does anyone know how to solve this problem?

Thanks :slight_smile:

Hi Gurkama,

I’m not familiar with that demo, but a common problem in shadow mapping is the z-fighting that leads to unwanted self-shadowing.

One way to mitigate this problem is to use glPolygonOffest to nudge the poly’s depth in a favorable direction.

Another approach renders back faces into the light-depth-buffer. If your shadow-casters are convex, or otherwise equally represented by a back-face projection, then this can produce good results.

I hope this helps.