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Cascade Shadow Mapping 완성 본문

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Cascade Shadow Mapping 완성

파워꽃게맨 2025. 3. 14. 19:19

 

 

참고 자료

 

https://megayuchi.com/2016/10/09/texture-array%EB%A5%BC-%EC%9D%B4%EC%9A%A9%ED%95%9C-cascaded-shadow-maps-%EA%B5%AC%ED%98%84/

 

Texture Array를 이용한 Cascaded Shadow maps 구현

이번에 DX11/DX12엔진에 공통 적용하면서 간단하게 문서로 정리해봤음.

megayuchi.com

 

https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/cascadedshadowmapping.htm

 

Cascaded Shadow Mapping

This sample implements the cascaded shadow mapping technique using Viewport Multicast and Fast Geometry Shader. Shared User Interface The OpenGL samples all share a common app framework and certain user interface elements, centered around the "Tweakbar" pa

docs.nvidia.com

 

https://learnopengl.com/Guest-Articles/2021/CSM

 

LearnOpenGL - CSM

CSM Guest-Articles/2021/CSM Cascaded Shadow Mapping Shadow mapping as described on LearnOpenGL is a powerful, and relatively simple technique. However, if implemented as-is from the above referred tutorial, the avid OpenGL student will notice a few shortco

learnopengl.com

 

https://ogldev.org/www/tutorial49/tutorial49.html

 

Tutorial 49 - Cascaded Shadow Mapping

Background Let's take a close up look of the shadow from tutorial 47: As you can see, the qaulity of the shadow is not high. It's too blocky. We've touched on the reason for that blockiness at the end of tutorial 47 and referred to it as Perspective Aliasi

ogldev.org

 

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