Keywords: Graphics, Rendering, Shadow Mapping, Shadow Volume

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

Cascaded Shadow Maps

Applying shadow mapping method to culling (Recommended)


实时阴影技术(1)Shadow Mapping (Recommended)


Shadow Map Atlas - DOOM (2016)

Shadow Mapping - DOOM Eternal (2020)

【Siggraph 2019】A Scalable Real-Time Many-Shadowed-Light Rendering System 学习笔记(大量光源的实时阴影)


Tutorial 15 : Lightmaps
Tutorial 16 : Shadow mapping

Cascaded Shadow Mapping


Advanced Soft Shadow Mapping Techniques

Crysis: Playing with Real-Time Shadows (Cryteck, SIGGraph 2013)


Simpler Soft Shadow Mapping

Shadow Algorithms for Real-time Rendering

Shadow Caster Culling for Efficient Shadow Mapping

Real-time soft shadow mapping by backprojection

A survey of real-time soft-shadow algorithms


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

A sample app that demonstrates several techniques for rendering real-time shadow maps (Recommended)


Shadow map for multiple point lights:
What is the best way to handle multiple point lights and shadow mapping?

Shadow Volume


Shadow volume