Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 51"

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(Created page with "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 Co...")
 
(See also)
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== See also ==
 
== See also ==
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 51|Next in series (Tutorial 52)]]
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* [[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]

Revision as of 16:38, 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