Keywords: Graphics, Rendering, Shadow Mapping


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


Shadow mapping

Shadow volume

Cascaded Shadow Maps

Applying shadow mapping method to culling (Recommended)


Tutorial 16 : Shadow mapping

Advanced Soft Shadow Mapping Techniques


Simpler Soft Shadow Mapping

Shadow Algorithms for Real-time Rendering

Shadow Caster Culling for Efficient Shadow Mapping


SDF Baking. An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.

A repo of short N64 graphics demos