Hardware 3D (C++ DirectX Graphics) Tutorial 55
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Revision as of 13:20, 27 June 2020 by Chili (Talk | contribs) (Created page with "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 i...")
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".
Topics Covered
- Sampler comparison mode
- Comparison sampling in HLSL
- Dynamic HLSL loops vs. statically unrolled ones
- Soft shadows and area lights
- Slope-scaled depth biasing