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Opengl realtime shadow mapping
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Shadow mapping implementation in Opengl
A 512x512 depth texture is used and drawn from the point of view of the lamp going around the shapes.
A few simple methods are used to give more or less smooth shadow.
The PCF matrix is more or less an average convolution matrix (with probabilities involved), it smoothes the shadows but require lots of memory lookup from the shader.
A 512x512 depth texture is used and drawn from the point of view of the lamp going around the shapes.
A few simple methods are used to give more or less smooth shadow.
The PCF matrix is more or less an average convolution matrix (with probabilities involved), it smoothes the shadows but require lots of memory lookup from the shader.