Hardware 3D (C++ DirectX Graphics) Tutorial 55
Fifth part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video implements hardware PCF comparison, discusses the concept of soft shadows, and introduces the theory behind an adaptive biasing technique called "slope-scaled depth biasing".
- Sampler comparison mode
- Comparison sampling in HLSL
- Dynamic HLSL loops vs. statically unrolled ones
- Soft shadows and area lights
- Slope-scaled depth biasing