Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 51"
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Revision as of 16:37, 10 May 2020
First part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video covers the fundamental theory behind the shadow mapping technique.
Topics Covered
- Occlusion shadows
- Shadow map depth lookup and comparison
- Transforming to light space from the render shader
- Omnidirectional shadow mapping and frustum clipping
- Render submission channels
Video Timestamp Index
Source Code
See also
- Next in series (Tutorial 52)
- Hardware 3D Series (C++ DirectX Graphics)
- Planet Chili Patreon