Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 54"

From Chilipedia
Jump to: navigation, search
(Created page with "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...")
 
Line 4: Line 4:
 
* The mechanics of peter panning and how to fix it
 
* The mechanics of peter panning and how to fix it
 
* Nonlinear depth woes
 
* Nonlinear depth woes
* Self shadowing mediated by depth sampling frequency and depth slope of the receiving surface
+
* PCF filtering to fix pixelated (aliased) shadow boundaries
 +
* Self shadowing mediated by depth sampling frequency (resolution) and depth slope of the receiving surface
  
 
== Video Timestamp Index ==
 
== Video Timestamp Index ==

Revision as of 01:38, 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

Video Timestamp Index

Source Code

See also