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