It turns out that I was performing a linear filter on my shadow map depths, but I should have been doing the shadow map prefiltering in log space. Whoops. Actually, there seems to be a lot of confusion about how … 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