Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 56"
From Chilipedia
(Created page with "Sixth and final part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video implements slope-scaled depth biasing, makes a shadow effect that is f...") |
|||
Line 4: | Line 4: | ||
* Slope-scaled depth biasing using rasterizer settings | * Slope-scaled depth biasing using rasterizer settings | ||
* Fully configurable shadow effect (use this to explore the impact of different technqiues) | * Fully configurable shadow effect (use this to explore the impact of different technqiues) | ||
+ | * Bilinear filtering effect in different sampling modes | ||
* Trick using loops and branches to dynamically control a compile-time parameter in HLSL | * Trick using loops and branches to dynamically control a compile-time parameter in HLSL | ||
* Rendering backfaces to prevent self-shadowing without needing large biases | * Rendering backfaces to prevent self-shadowing without needing large biases |
Revision as of 16:06, 27 June 2020
Sixth and final part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video implements slope-scaled depth biasing, makes a shadow effect that is fully runtime-configurable, and discusses some additional techniques.
Topics Covered
- Slope-scaled depth biasing using rasterizer settings
- Fully configurable shadow effect (use this to explore the impact of different technqiues)
- Bilinear filtering effect in different sampling modes
- Trick using loops and branches to dynamically control a compile-time parameter in HLSL
- Rendering backfaces to prevent self-shadowing without needing large biases
- Receiver plane depth biasing