Reference Summary: It runs quite smoorthly in my city scene (3 million polys) You can check my ... Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY.

Sample Distribution Shadow Mapping Directx 11 -

It runs quite smoorthly in my city scene (3 million polys) You can check my ... Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY.

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  • It runs quite smoorthly in my city scene (3 million polys) You can check my ...
  • Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY.

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Sample Distribution Shadow Mapping - DirectX 11

Sample Distribution Shadow Mapping - DirectX 11

I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ...

Real-Time Shadow Mapping DirectX11

Real-Time Shadow Mapping DirectX11

Read more details and related context about Real-Time Shadow Mapping DirectX11.

DirectX 11 Shadow Mapping

DirectX 11 Shadow Mapping

Read more details and related context about DirectX 11 Shadow Mapping.

Vulkan/C++/Slang. Sample Distribution Shadow Mapping.

Vulkan/C++/Slang. Sample Distribution Shadow Mapping.

Read more details and related context about Vulkan/C++/Slang. Sample Distribution Shadow Mapping..

sample Distribution Shadow Maps

sample Distribution Shadow Maps

Read more details and related context about sample Distribution Shadow Maps.

DX11 Milestone - Shadow Mapping

DX11 Milestone - Shadow Mapping

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

Omnidirectional Shadow Mapping DirectX 11

Omnidirectional Shadow Mapping DirectX 11

Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY.

[C++ DirectX 11] Depth Shadow

[C++ DirectX 11] Depth Shadow

Read more details and related context about [C++ DirectX 11] Depth Shadow.

Edge - Shadow Mapping

Edge - Shadow Mapping

Read more details and related context about Edge - Shadow Mapping.

Cascaded shadow maps (DX11)

Cascaded shadow maps (DX11)

Now the entire view frustum is shadowed by 3 cascades. Works quite well even with rotated directional lighting.