Hardware 3D (C++ DirectX Graphics) Tutorial 54
Fourth part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video covers the concept of "peter panning" and self-shadowing due to sampling error in the depth map.
- The mechanics of peter panning and how to fix it
- Nonlinear depth woes
- PCF filtering to fix pixelated (aliased) shadow boundaries
- Self shadowing mediated by depth sampling frequency (resolution) and depth slope of the receiving surface