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    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
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      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
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3D Variance Shadow Mapping and shadow receivers

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Hello Gamedev :)

I'm currently working on my master thesis that compares various ways to filter shadow maps and stumbled upon a problem with Variance Shadow Maps. Is it possible to omit rendering in shadow receiver in to shadow map? What i've read from original paper, it's not, due to possible high variance between shadow caster and shadow receiver. But it's quite common in games to skip some object from rendering in to shadow map(for example, terrain that can have shadows from raycasting technique, explicit per object shadow maps etc.).

Is there any kind of "trick" for that kind of situations? Or is it common to just use old plain shadow maps in this case?


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In practice 'receivers' means mostly static geometry, so for static lights you could precompute their depth. I don't know if this has ever been done in practice.

Other than that you could use low poly LOD for receivers. I don't know if this causes visible artifacts.

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