Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 56"

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(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...")
 
 
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* 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
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
* [https://youtu.be/tRsJ-b2 Tutorial 56]
+
* [https://youtu.be/pZ1_19-0z5g Tutorial 56]
  
 
== Source Code ==
 
== Source Code ==

Latest revision as of 16:21, 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

Video Timestamp Index

Source Code

See also