Hardware 3D (C++ DirectX Graphics) Tutorial 54

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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