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
- SSM
- PCF
- PCSS (Blog https://scahp.tistory.com/27)
- VSM (Blog https://scahp.tistory.com/18)
- ESM (Blog https://scahp.tistory.com/19)
- EVSM
- CSM (Directional Light Only) (Blog https://scahp.tistory.com/39)
- DeepShadowMap (Directional Light Only) (Blog https://scahp.tistory.com/9)
- Dual Parabolid : branch link https://github.com/scahp/Shadows/tree/DualParaboloidShadowMap (Blog https://scahp.tistory.com/7)
- 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
- https://github.com/TheRealMJP/Shadows
- GPU-Pro4 DeepShadowMaps
- RealTimeRendering 4th
- https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html
- https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch12.html
- https://kosmonautblog.wordpress.com/2017/03/25/shadow-filtering-for-pointlights/
- http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
- http://developer.download.nvidia.com/SDK/10/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf
- http://jankautz.com/publications/esm_gi08.pdf
- http://advancedgraphics.marries.nl/presentationslides/13_exponential_shadow_maps.pdf
- http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf
- http://ogldev.atspace.co.uk/www/tutorial49/tutorial49.html
- http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
- https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch09.html
- http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
- https://www.slideshare.net/Mark_Kilgard/realtime-shadowing-techniques-shadow-volumes
- https://foundationsofgameenginedev.com/