Many Area Lights / Screen-Space Soft Shadows

Saturday, May 12,2012
This is an old demo from the Korean Game Developer Conference 2010. We showed this off during our talk: Many Area Lights / Screen-Space Soft ShadowsMany Area Lights / Screen-Space Soft Shadows
This post is in: D3D10, D3D11, Deferred Lighting, Shadow Maps
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RawK® – Graphics Demo for Sandy Bridge

Saturday, February 26,2011
RawK is a tech demo, tailored to Intel's Sandy Bridge chipset. We created this graphics demo in the last three months to show off the capabilities of Sandy Bridge. It shows off several next-gen features: Deferred Lighting Ellipsoidal Shadow Maps CPU / GPU MLAA PostFX Camera System Screen-Space Material System Here is the movie: Some ...
This post is in: Confetti, D3D10, Deferred Lighting, GDC, Global Illumination, Handheld Development, MSAA, Particle System, Shadow Maps
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UCSD CSE 190 GPU Programming

Thursday, December 09,2010
I will teach another GPU Programming class at UCSD. Here is the course description: Course Objectives: This course will cover techniques on how to implement real-time 3D graphics techniques in an efficient way on the Graphics Processing Unit (GPU). Course Description: This course focuses on algorithms and approaches for programming a GPU, including vertex, hull, tesselator, ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, General GPU Programming, Global Illumination, MSAA, Shadow Maps
Comments: 6

Massive Point Light Screen-Space Soft Shadows

Tuesday, September 14,2010
Just showed off a demo running on my laptop with the new point light soft shadow algorithm on the Korean Game Developer Conference. You can see screenshots of 16, 32 and 64 soft shadows on the Confetti website at http://www.facebook.com/pages/Confetti-Special-Effects-Inc/159613387880?v=wall On a desktop machine you can go higher than this but ...
This post is in: Confetti, D3D10, D3D11, Shadow Maps, Uncategorized
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Massive Point Light Soft Shadows

Wednesday, June 30,2010
Deferred lighting offers the ability to render thousands of lights. The next frontier in game development is to attach an equal number of shadows to those lights. This short note describes a new algorithm that can be used to render a large amount of shadows casted by point lights with ...
This post is in: D3D10, Shadow Maps
Comments: 11

Paris Master Class

Monday, May 24,2010
I am going to teach a Paris Master Class this year on June 24th and June 25th. The topics covered will be - Deferred Lighting, Z Pre-Pass Renderer, Deferred Shading - Programmable MSAA - Post-Effect Pipeline - Shadows (Cascaded Shadow Maps, Soft Shadows, Point Light Soft Shadows) - GPU Particle System - Global Illumination (Screen-Space, Reflective ...
This post is in: D3D10, D3D11, Deferred Lighting, Edge Detection, General GPU Programming, Global Illumination, Handheld Development, MSAA, Order-Independent Transparency, Particle System, PostFX, Shadow Maps, iPhone iPod Touch iPad Programming
Comments: 3

Cascaded Shadow Maps

Wednesday, May 05,2010
Some people were asking me about Cascaded Shadow Maps in the last few weeks. Here is a short high-level view how I see the development in the last five years in that area. More than five years ago I wrote the article "Cascaded Shadow Maps" in ShaderX5. At the time I ...
This post is in: D3D10, Shadow Maps
Comments: 6

Cached Shadow Maps

Tuesday, December 09,2008
A friend just asked me about how to design a shadow map system for many lights with shadows. A quite good explanation was given in the following post already in 2003:
http://www.gamedev.net/community/forums/viewreply.asp?ID=741199
Yann Lombard explains on how to pick a light source first that should cast a shadow. ...
This post is in: Shadow Maps
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Dual-Paraboloid Shadow Maps

Sunday, December 07,2008
Here is an interesting post on Dual-Paraboloid Shadow maps. Pat Wilson describes a single pass approach here http://www.gamedev.net/community/forums/topic.asp?topic_id=517022 This is pretty cool. Culling stuff into the two hemispheres is obsolete here. Other than this the usual comparison between cube maps and dual-paraboloid maps applies: the number of drawcalls is the ...
This post is in: Shadow Maps
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Stable Cascaded Shadow Maps

Friday, June 13,2008
I really like Michal Valient's article "Stable Cascaded Shadow Maps". It is a very practical approach to make Cascaded Shadow Maps more stable. What I also like about it is the ShaderX idea. I wrote an article in ShaderX5 describing a first implementation (.... btw. I re-wrote that three times since ...
This post is in: Shadow Maps
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