Der Schmale – Real-time 3D programming

David Lenaerts – Freelance graphics programmer

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Tag Archives: variance shadow mapping

Penumbra widening with distance

“Post-filtered” Soft Variance Shadow Mapping for Varying Penumbra Sizes

Okay, I’ll state this up front: I’m probably not going to use this approach in my own engine because of many issues inherent with Variance Shadow Mapping. However, I think I did end up with some interesting results to play with, so if VSM with fixed penumbra sizes (or just for filtering) is working well…

July 24, 2014 in DirectX, Graphics, Helix.
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