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

Cascaded Shadow Maps
https://learn.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-maps

Applying shadow mapping method to culling (Recommended)
https://gamedev.net/forums/topic/473333-applying-shadow-mapping-method-to-culling/473333/

Tutorials

Tutorial 16 : Shadow mapping
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/

Advanced Soft Shadow Mapping Techniques
https://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

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

Shadow Caster Culling for Efficient Shadow Mapping
https://arisilvennoinen.github.io/Publications/Shadow_Caster_Culling_for_Efficient_Shadow_Mapping.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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