Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 54"
From Chilipedia
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== Source Code == | == Source Code == |
Latest revision as of 02:13, 9 June 2020
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.
Topics Covered
- 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