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Tag Archives: CSM

Rendering Terrain Part 16 – Getting Started on Cascaded Shadow Maps

A side note about performance and optimization before we get started. I don’t have a ton…

  • Cascaded Shadow Maps,
  • CSM,
  • direct3d,
  • direct3d 12,
  • directx,
  • directx 12,
  • height map,
  • render,
  • shadow map,
  • shadow mapping,
  • terrain

Rendering Terrain Part 17 – More CSM and Fixing Mistakes

Last post, I got started on implementing Cascaded Shadow Maps. I got as far as turning…

  • Cascaded Shadow Maps,
  • CSM,
  • direct3d,
  • direct3d 12,
  • directx,
  • directx 12,
  • height map,
  • render,
  • shadow map,
  • shadow mapping,
  • terrain

Rendering Terrain Part 18 – Stable CSM, Finally!

I’m a little late getting this post up. I’ve been really unmotivated lately and I am…

  • Cascaded Shadow Maps,
  • CSM,
  • direct3d,
  • direct3d 12,
  • directx,
  • directx 12,
  • height map,
  • render,
  • shadow map,
  • shadow mapping,
  • stable,
  • terrain

Rendering Terrain Part 19 – Shadow Frustum Culling

The only thing left to do with shadows is to try to improve the frame rate.…

  • Cascaded Shadow Maps,
  • CSM,
  • direct3d,
  • direct3d 12,
  • directx,
  • directx 12,
  • height map,
  • render,
  • shadow frustum culling,
  • shadow map,
  • shadow mapping,
  • stable,
  • terrain
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Recent Posts

  • HoloLens Terrain Generation Demo Part 15 – Adding Textures
  • HoloLens Terrain Generation Demo Part 14 – Fixing Terrain Selection
  • HoloLens Terrain Generation Demo Part 13 – Setting the Size of Our Height Map
  • HoloLens Terrain Generation Demo Part 12 – Anchoring and Orienting Our Terrain
  • HoloLens Terrain Generation Demo Part 11 – Rendering Planes

Projects

  • HoloLens Terrain Generation Demo (16)
  • Rendering Terrain (32)

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