Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 54"
From Chilipedia
(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...") |
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* 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 == | ||
− | * [https://youtu.be/ | + | * [https://youtu.be/EPHjOUQ4rC8 Tutorial 54] |
== Source Code == | == Source Code == |
Latest revision as of 02:13, 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