Hardware 3D (C++ DirectX Graphics) Tutorial 56
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.
- 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