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Game/DirectX 11

Shadow Mapping (2)

newpolaris 2017. 5. 18. 13:06

영어론 검색하니 자료가 넘 많아서 어찌해야할지;

2011 엔 아예 책이 있네 Real-time shadows 라고

2008 GDC http://gamedevs.org/uploads/advanced-soft-shadow-mapping-techniques.pdf 2006 GDC https://developer.amd.com/wordpress/media/2012/10/Isidoro-ShadowMapping.pdf

http://codeflow.org/entries/2013/feb/15/soft-shadow-mapping/

The GPU Gems series by nvidia also has a wealth of shadowing information (freely available online)
GPU Gems 1, Chapter 9: Efficient Shadow Volume Rendering
GPU Gems 1, Chapter 11: Shadow Map Antialiasing
GPU Gems 1, Chapter 12: Omnidirectional Shadow Mapping
GPU Gems 1, Chapter 13: Generating Soft Shadows Using Occlusion Interval Maps
GPU Gems 1, Chapter 14: Perspective Shadow Maps: Care and Feeding
GPU Gems 2, Chapter 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
GPU Gems 3, Chapter 8: Summed-Area Variance Shadow Maps
GPU Gems 3, Chapter 10: Parallel-Split Shadow Maps on Programmable GPUs
GPU Gems 3, Chapter 11: Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders

5권에도 있고; 그림자 풍년이다.

https://developer.nvidia.com/shadowworks

근대 사양 딸리는 끄는 제 1번 옵션인건 어째서일까

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