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