Hardware 3D (C++ DirectX Graphics) Tutorial 53

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Third part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video covers goes into detail about the concept of self-shadowing (shadow acne) and shadow biasing. We get our shadow mapping shader code working for all of the models.

Topics Covered

  • Self-shadowing (shadow acne)
  • Depth biasing
  • Perspective divide must be done in the pixel shader
  • Dealing with exceptions and exception specifiers during debugging
  • Resources that are bound at different times as both shader input and output

Video Timestamp Index

Source Code

See also