Exploring Omnidirectional Shadow Mapping Directx 11

Exploring Omnidirectional Shadow Mapping Directx 11 reveals several interesting facts.

  • An implementation of
  • I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ...
  • A simple example of
  • This is an update to my
  • Implementation of the

In-Depth Information on Omnidirectional Shadow Mapping Directx 11

Music: "Rewound" by Chris Zabriskie From the Free Music Archive: https://freemusicarchive.org/ CC BY. Shadow Mapping DirectX 11: Shadow Mapping Omnidirectional shadow mapping

This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some

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