Media Summary: I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY.
Sample Distribution Shadow Mapping Directx 11 - Detailed Analysis & Overview
I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY. Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: ... Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and ... Now the entire view frustum is shadowed by 3 cascades. Works quite well even with rotated directional lighting.
Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic. We had a week to do whatever shader we wanted so I made a combined Created with MS Visual Studio 2013, C++ and