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talas

Reflective Shadow Maps

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Hey all. For my graduate graphics course, I was required to implement a "recent" paper dealing with realtime graphics. I haven't seen anything on the subject in these forums, so I thought I should link what I have in case it is of interest to anyone. It is about reflective shadow maps, which is a way of generating first-bounce indirect illumination from sampling a shadow map. Carsten Dachsbacher published it in I3D 2005 and also in ShaderX4. I haven't read about it in ShaderX4, and if anyone has a similar implementation, I would like to hear about it. Here is the original paper. Here is my writeup. Thanks!

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You might check out the ShaderX5 paper from this author. The example program runs in real-time :-) ... pretty close to being useful in a game.

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