Содержание
- 2. QUICKIE OVERVIEW OF PSSM http://alextardif.com/ShadowMapping.html Goal is to hide artifacts resulting from wasted texture space Stable
- 3. GOAL OF SDSM Instead of hiding artifacts, lets make them borderline non-existent. How? By making sure
- 4. WHAT DOES IT LOOK LIKE? Well damn, Alex, that looks amazing! Yes, yes it does.
- 5. SO HOW DO WE MAKE IT GO? SDSM operates similarly to PSSM, but with a few
- 6. Next, we apply a min/max reduction of our depth buffer using a compute shader by finding
- 7. As mentioned, the next step is to get the logarithmic split bounds based on the reduced
- 8. Then, we create light view-projection matrices to wrap around these bounds just like we do in
- 9. BENEFITS Shadows that look amazing Smoother cascade transitions Roughly the same or better performance when compared
- 11. DOWNSIDES Because your light-space partition calculations are done on the GPU, you need to be a
- 12. CONCLUSION This is the new standard that either not many people know about, or not many
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