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Archive for the ‘Shadows’ Category

Continuous Silhouettes

without comments

Silhouettes are commonly used for real-time shadowing algorithms. Usually these are generated from the existing edges of a mesh using the face normals. Since shading is usually interpolated over the triangle from the vertex normals, this can introduce shading artifacts where the vertex and face normals do not agree. In addition, these silhouettes move discontinuously when the light or mesh is in motion, which can cause nasty popping artifacts when using penumbra wedge soft shadows, since the projected penumbra volumes are very sensitive to the distance from the silhouette edge to the light source.

This post describes an idea of how to generate silhouette geometry using the vertex normals of a mesh. These silhouettes match the vertex lighting exactly, and also move continuously under smooth lighting or geometry changes.
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Written by Simon Brown

May 11th, 2004 at 8:00 pm

Posted in Random, Rendering, Shadows

Really Old Demos – The Buggy Demo

with 3 comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…
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Written by Simon Brown

August 1st, 2002 at 8:00 pm

Posted in C++, DirectX, Rendering, Shadows

Really Old Demos – Cubic Shadow Mapping

without comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

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Written by Simon Brown

August 1st, 2002 at 7:00 pm

Posted in C++, DirectX, Rendering, Shadows

Really Old Demos – OpenEngine

without comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

Read the rest of this entry »

Written by Simon Brown

August 1st, 2002 at 6:00 pm

Posted in C++, DirectX, Rendering, Shadows