Well, Jesper and I have finished the final assignment in the ASR course. This time it was about shadows.
We implemented both shadow mapping and z-fail shadow volumes. All done on the GPU. The geometry needs to be preprocessed for shadow volume extraction to work entirely on the GPU.
The shot shows "soft" shadow mapping with 3x3 PCF.
Nothing special, but I have to fill my blog with something when I don't have time to work on the engine:)
Btw, my lecturers got their paper "High Dynamic Range Texure Compression For Graphics Hardware" accepted to SIGGRAPH 2006. Really sweet stuff!
Friday, May 26, 2006
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