Edit: I demonstrated some harder cases for the important filters here. I also used a brighter light so that it’s easier to see the shadow edges Over the past two weeks I’ve been working on various parts of my … 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
