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Omnidirectional Shadow Mapping DirectX 11
DirectX11 (Direction light + shadow Mapping )
Debugging Shadow Cube [C++ 3D DirectX Tutorial]
DirectX 11 - Softening shadows by exploiting hardware filtering
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Last Updated: October 18, 2026
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Summary
I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Music: "Rewound" by Chris Zabriskie From the Free Music Archive: freemusicarchive.org/ CC BY. Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic. 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 Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: ... Created with MS Visual Studio 2013, C++ and
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