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DirectX 11 Shadow Mapping
Shadow Mapping Code [C++ 3D DirectX Tutorial]
How Shadows Work in Games
DirectX11 GameEngine (Shadow Mapping)
Sample Distribution Shadow Mapping - DirectX 11
Real-Time Shadow Mapping DirectX11
DirectX 11 - Softening shadows by exploiting hardware filtering
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Last Updated: October 18, 2026
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Summary
Created with MS Visual Studio 2013, C++ and C++ 3D game programming tutorial teaching how to build a 3D engine from scratch using This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some In this video I explain a lot of topics related to shadows and I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic.