Shadow mapping is a process by which shadows are added in 3D graphics scenes.
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629 views
Deferred rendering with VSM - Scaling light depth loses moments
I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights.
// Shadow term (1 = no shadow)
float shadow = 1;
// [Light ...
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1answer
398 views
how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”?
So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part.
in this book it creates point ...
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1answer
87 views
Can't run Nvidia PracticalPSM sample in debug mode
I want to add PSM (Prespective shadow map) to my engine but I have problems with that.
I think the problem is somewhere in my math code so I want debug Nvidia PracticalPSM sample and compare the math ...
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320 views
Rotating camera changes directional light depth map, and changes PCSS penumbras
I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...
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0answers
122 views
GL_EXT_shadow_samplers killing my shader
I have the following fragment shader for my scene
#extension GL_EXT_shadow_samplers : require
...
vec4 color = texture2D(uTextureUnit0, varTexCoord0);
if (colorTransformEnabled != 0) {
vec3 ...