Exploring Parallel Splitted Shadow Map
Exploring Parallel Splitted Shadow Map reveals several interesting facts.
- A
- Half-Life 2, (slightly less bad) Parallel-Split Shadow Maps
- Implementation PSSM on XNA http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html.
- This video show the current implementation of
- Unfortunately I didn't go into too much technical detail. If you're looking for implementation details, there are some links below.
In-Depth Information on Parallel Splitted Shadow Map
Half-Life 2, (bad) Parallel-Split Shadow Maps Half-Life 2, Parallel-Split Shadow Maps with Dithered Cascade Blending A demonstration map for testing For more information on Reloaded, check out the blog: http://fpscreloaded.blogspot.co.uk/
Tzu3D: geoclipmapping, Parallel Split Shadow Map, Instancing, Deferred Rendering, Depth of Field
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