This is pretty old (over 3 years). If no one is using it yet - it's because it sucks! (or is impractical)
Problems I see:
*Generating silhouette edges is expensive. As geometric complexity increases, your shadow method shouldn't get much more expensive (linear rather than... other)
*Also have to be careful with clean meshes with silhouette methods
* Requires a whole other map of equal size to the shadow buffer - that's expensive! I'd rather trade it off for a larger shadow buffer
Seems interesting though. I'd like to see it in place in a real world engine test case and see the performance hit.
Replies
Problems I see:
*Generating silhouette edges is expensive. As geometric complexity increases, your shadow method shouldn't get much more expensive (linear rather than... other)
*Also have to be careful with clean meshes with silhouette methods
* Requires a whole other map of equal size to the shadow buffer - that's expensive! I'd rather trade it off for a larger shadow buffer
Seems interesting though. I'd like to see it in place in a real world engine test case and see the performance hit.