March 2004
Intermediate to advanced
816 pages
16h 56m
English
Michael Bunnell NVIDIA
Fabio Pellacini Pixar Animation Studios
Shadow mapping is the method of choice for creating shadows in high-end rendering for motion pictures and television. However, it has been problematic to use shadow mapping in real-time applications, such as video games, because of aliasing problems in the form of magnified jaggies. This chapter shows how to significantly reduce shadow map aliasing in a shader. It describes how to implement a simplified version of percentage-closer filtering that makes the most out of the GPU’s shadow-mapping hardware to render soft-edged, antialiased shadows at real-time rates.
Shadow mapping involves projecting a shadow map on geometry and comparing the ...
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