[Graphics]Shadow Mapping & Shadow Volume
Keywords: Graphics, Rendering, Shadow Mapping
Overview
Shadow mapping
or shadowing projection
is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams
in 1978, in a paper entitled “Casting curved shadows on curved surfaces.” Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games.
Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source’s view, stored in the form of a texture.
Quoted from: Shadow mapping
https://en.wikipedia.org/wiki/Shadow_mapping
Documents
Shadow mapping
https://en.wikipedia.org/wiki/Shadow_mapping
Shadow volume
https://en.wikipedia.org/wiki/Shadow_volume
Tutorials
Tutorial 16 : Shadow mapping
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
Papers
Simpler Soft Shadow Mapping
http://sauerbraten.org/lee/sssm.pdf
Shadow Algorithms for Real-time Rendering
http://research.michael-schwarz.com/publ/files/shadowcourse-eg10.pdf
Examples
SDF Baking. An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.
https://github.com/diharaw/SDFBaking
A repo of short N64 graphics demos
https://github.com/lambertjamesd/n64graphicsdemo
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