Media Summary: We present a new, real-time method for rendering Here is what happens when you don't move the origin of a refracted or reflected ray off the surfaces it is reflected or refracted off. The only geometry in this scene are basic cube of 12 triangles each I take the view vector and transform it into tangent space and ...

Fast Soft Self Shadowing On Dynamic Height Fields - Detailed Analysis & Overview

We present a new, real-time method for rendering Here is what happens when you don't move the origin of a refracted or reflected ray off the surfaces it is reflected or refracted off. The only geometry in this scene are basic cube of 12 triangles each I take the view vector and transform it into tangent space and ... An old video from 2014 showing parrallax mapping (relief mapping) Added a couple more textures, fixed a terrain interpolation issue, added I've been working on GPU simulated particle systems. These are purely procedural. The particles have no memory where they ...

I enable front culling and render to a depth buffer. Enabling front culling SHOULD prevent I use Bump mapping shader for OpenGLSL book 2nd edition and SHADOWTYPE_TEXTURE_ADDITIVE with selfShadow(true).

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Fast Soft Self-Shadowing on Dynamic Height Fields
Scalable Height Field Self-Shadowing
Self-Shadowing
Self Shadowing
Self Shadowing Parallax Occlusion Shader
Blood Omnicide - Parallax self shadowing
Soft shadows on textured heightmap. Volumetric clouds.
AO Self-Shadowing
Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia
Blood Omnicide - Self shadowing with color textures
Wrath of the Lich King - No Terrain Self Shadowing
Self Shadowing Particle Grass
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Fast Soft Self-Shadowing on Dynamic Height Fields

Fast Soft Self-Shadowing on Dynamic Height Fields

We present a new, real-time method for rendering

Scalable Height Field Self-Shadowing

Scalable Height Field Self-Shadowing

A short video demonstration of my

Self-Shadowing

Self-Shadowing

Here is what happens when you don't move the origin of a refracted or reflected ray off the surfaces it is reflected or refracted off.

Self Shadowing

Self Shadowing

Unity volumetric rendering.

Self Shadowing Parallax Occlusion Shader

Self Shadowing Parallax Occlusion Shader

The only geometry in this scene are basic cube of 12 triangles each I take the view vector and transform it into tangent space and ...

Blood Omnicide - Parallax self shadowing

Blood Omnicide - Parallax self shadowing

An old video from 2014 showing parrallax mapping (relief mapping)

Soft shadows on textured heightmap. Volumetric clouds.

Soft shadows on textured heightmap. Volumetric clouds.

Added a couple more textures, fixed a terrain interpolation issue, added

AO Self-Shadowing

AO Self-Shadowing

Shows the

Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia

Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia

Published in siggraph06.

Blood Omnicide - Self shadowing with color textures

Blood Omnicide - Self shadowing with color textures

An old video from 2014 showing parrallax mapping (relief mapping)

Wrath of the Lich King - No Terrain Self Shadowing

Wrath of the Lich King - No Terrain Self Shadowing

The major issue with the new WOTLK

Self Shadowing Particle Grass

Self Shadowing Particle Grass

I've been working on GPU simulated particle systems. These are purely procedural. The particles have no memory where they ...

Revolte (1996) - First self-shadowing

Revolte (1996) - First self-shadowing

Revolte (1996) (Windows) - First

Self shadowing issue

Self shadowing issue

I enable front culling and render to a depth buffer. Enabling front culling SHOULD prevent

Backbreaker PlayStation 3 Trailer - Self Shadowing (HD)

Backbreaker PlayStation 3 Trailer - Self Shadowing (HD)

None.

UE Pixel Depth self shadowing issue

UE Pixel Depth self shadowing issue

UE Pixel Depth self shadowing issue

Fast Accurate Soft Shadows with Adaptive Light Source Sampling

Fast Accurate Soft Shadows with Adaptive Light Source Sampling

Fast

Ogre3D self-shadowing with OpenGL

Ogre3D self-shadowing with OpenGL

I use Bump mapping shader for OpenGLSL book 2nd edition and SHADOWTYPE_TEXTURE_ADDITIVE with selfShadow(true).

Self Shadow Test

Self Shadow Test

(Make sure you view in HD!!) Just a