Exploring Sample Distribution Shadow Mapping Directx 11

Exploring Sample Distribution Shadow Mapping Directx 11 reveals several interesting facts.

  • 4 cascades,
  • This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some
  • Music: "Rewound" by Chris Zabriskie From the Free Music Archive: https://freemusicarchive.org/ CC BY.
  • Added
  • Now the entire view frustum is shadowed by 3 cascades. Works quite well even with rotated directional lighting.

In-Depth Information on Sample Distribution Shadow Mapping Directx 11

I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Shadow Mapping A simple SDSM.

[C++ DirectX 11] Depth Shadow

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