Hardware 3D (C++ DirectX Graphics) Tutorial 56
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Revision as of 13:47, 27 June 2020 by Chili (Talk | contribs) (Created page with "Sixth and final part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video implements slope-scaled depth biasing, makes a shadow effect that is f...")
Sixth and final part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video implements slope-scaled depth biasing, makes a shadow effect that is fully runtime-configurable, and discusses some additional techniques.
Topics Covered
- Slope-scaled depth biasing using rasterizer settings
- Fully configurable shadow effect (use this to explore the impact of different technqiues)
- Trick using loops and branches to dynamically control a compile-time parameter in HLSL
- Rendering backfaces to prevent self-shadowing without needing large biases
- Receiver plane depth biasing