Through the Valley of Cascaded Shadows and Depth

After some struggling with frustum and light projection matrix calculation, CSM is finally working in the engine. There are four splits, parallel light projection and dynamic bounding frustum calculation. The technique is basically the same as described in the NVidia’s article.

There is still some annoying bug with frustum culling in the shadow map render code, thus, the shadows are leaking sometimes. But performs quite good after all.

Here are some pictures of the results.

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Posted on February 8, 2012, in 3D programming, Deferred Shading, GLSL, high dynamic range rendering, opengl, rendering and tagged , , . Bookmark the permalink. Leave a comment.

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