While working on dual paraboloid point light shadows, at first I used two R32 textures for the shadow maps, one map per hemisphere of the point light. Here’s a quick glimpse at what point light shadows are currently looking like … Continue reading
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algorithms alpha8 c# cascaded shadow maps Coding collision compression content pipeline CSM custom content processor daubechies deferred dream build play ESM exponential shadow mapping exponential shadow maps garbage collection garbage collector GPU gui hardware hlsl jpeg2000 lifting lighting light pre pass modelling PCF PCSS percentage closer filtering percentage closer soft shadows physics PSSM python shadow mapping shadows terrain triplanar texturing video wavelet xbox XNA
