Rendering Terrain Part 15 – Skirts and Other Additions Before moving on to Cascaded Shadow Maps, I decided to work on improving the existing shadows.… direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, shadow shimmering, shadow swimming, terrain
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