Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 51"
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== See also == | == See also == | ||
− | * [[Hardware 3D (C++ DirectX Graphics) Tutorial | + | * [[Hardware 3D (C++ DirectX Graphics) Tutorial 52|Next in series (Tutorial 52)]] |
* [[Hardware 3D Series (C++ DirectX Graphics)]] | * [[Hardware 3D Series (C++ DirectX Graphics)]] | ||
* [https://www.patreon.com/planetchili Planet Chili Patreon] | * [https://www.patreon.com/planetchili Planet Chili Patreon] |
Latest revision as of 17:17, 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