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Shadows

Implementation of Shadows

A. ShadowVolume(CPU and GPU) : branch master (Blog https://scahp.tistory.com/20 https://scahp.tistory.com/21)
B. ShadowMap : branch master

  1. SSM
  2. PCF
  3. PCSS (Blog https://scahp.tistory.com/27)
  4. VSM (Blog https://scahp.tistory.com/18)
  5. ESM (Blog https://scahp.tistory.com/19)
  6. EVSM
  7. CSM (Directional Light Only) (Blog https://scahp.tistory.com/39)
  8. DeepShadowMap (Directional Light Only) (Blog https://scahp.tistory.com/9)
  9. Dual Parabolid : branch link https://github.com/scahp/Shadows/tree/DualParaboloidShadowMap (Blog https://scahp.tistory.com/7)
  10. PSM : branch link https://github.com/scahp/Shadows/tree/PSM (Blog https://scahp.tistory.com/44)

C. SubsurfaceScattering (SSS Skin Rendering) : branch link https://github.com/scahp/Shadows/tree/Skin https://youtu.be/cWpoWrE-62A

D. Progressive Refinement Radiosity : branch link https://github.com/scahp/Shadows/tree/RadiosityCornellBox

E. Diffuse IrradianceMap with Spherical Harmonics : branch link https://github.com/scahp/Shadows/tree/IrradianceMap

F. Atmospheric Shadowing : branch link https://github.com/scahp/Shadows/tree/sponza_atmosphericshadowing

G. Pixel projected Reflection : branch link https://github.com/scahp/Shadows/tree/sponza

H. Effective Water Simulation from Physical Models : branch link https://github.com/scahp/Shadows/tree/WaveWithPhysicalModel

I. Physically-Based Cosmetic Rendering : branch link https://github.com/scahp/Shadows/tree/Physically-based-cosmetic https://youtu.be/7_OjADaPwck

J. Accurate atmospheric scattering : branch link https://github.com/scahp/Shadows/tree/AccurateAtmosphericScattering https://youtu.be/USrTUBpIxKQ

K. ForwardPlus Rendering : branch link https://github.com/scahp/Shadows/tree/ForwardPlus

L. Signed Distance Field : branch link https://github.com/scahp/Shadows/tree/SDF

M. Light Indexed Deferred Rendering : branch link https://github.com/scahp/Shadows/tree/LightIndexedDeferredRendering

N. Hi-Z Occlusion culling : branch link https://github.com/scahp/Shadows/tree/HiZOcclusion

O. MSAA with deferred rendering : branch link https://github.com/scahp/Shadows/tree/MSAA_And_Antialiasing

P. Parallax Mapping : branch link https://github.com/scahp/Shadows/tree/ParallaxMapping

Q. Horizon Mapping : branch link https://github.com/scahp/Shadows/tree/HorizonMapping

R. Weighted Blended OIT : branch link https://github.com/scahp/Shadows/tree/WeightOIT

S. Dual-depth relief interior mapping : branch link https://github.com/scahp/Shadows/tree/ReliefMapping

References

  1. https://github.com/TheRealMJP/Shadows
  2. GPU-Pro4 DeepShadowMaps
  3. RealTimeRendering 4th
  4. https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html
  5. https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch12.html
  6. https://kosmonautblog.wordpress.com/2017/03/25/shadow-filtering-for-pointlights/
  7. http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
  8. http://developer.download.nvidia.com/SDK/10/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf
  9. http://jankautz.com/publications/esm_gi08.pdf
  10. http://advancedgraphics.marries.nl/presentationslides/13_exponential_shadow_maps.pdf
  11. http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf
  12. http://ogldev.atspace.co.uk/www/tutorial49/tutorial49.html
  13. http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
  14. https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch09.html
  15. http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
  16. https://www.slideshare.net/Mark_Kilgard/realtime-shadowing-techniques-shadow-volumes
  17. https://foundationsofgameenginedev.com/

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