[Graphics]Shadow Mapping & Shadow Volume
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
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