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GPU Pro 7
book

GPU Pro 7

by Wolfgang Engel
March 2016
Intermediate to advanced
320 pages
9h 14m
English
A K Peters/CRC Press
Content preview from GPU Pro 7
180 IV Mobile Devices
V
1
, V
2
– vertex/pixel to light vectors V´
1
, V´
2
– local corrected vectors
- - - Bounding
volume
V
2
V´
2
C
V´
1
L
V
1
Figure 1.4. Representation of local correction of a vector according to the cubemap
position and the bounding volume.
Output value:
Lp—the corrected vertex-to-light vector which needs to be used to fetch
a texel from the shadow cubemap.
There may be many other methods of correcting the vector. The one that we
used is listed in Listing 1.1.
// Working in the world coordinate system
vec3 intersectMaxPointPlanes =(BBoxMax V )/L ;
vec3 intersectMinPointPlanes =(BBoxMin V )/L ;
// Find only intersections in the forward direction ...
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Publisher Resources

ISBN: 9781498742542