Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 56"
From Chilipedia
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== Video Timestamp Index == | == Video Timestamp Index == | ||
− | * [https://youtu.be/ | + | * [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