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
Rendering Terrain Part 25 – Fixing More Bugs with Shadows So I wound up throwing my lower back out earlier this week and didn’t feel like… bug fixes, bugs, Cascaded Shadow Maps, CSM, direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, terrain