Contact-hardening Soft Shadows Made Fast

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4 comments, last by jbadams 5 years, 10 months ago

Hey guys,

In here (http://maxest.gct-game.net/content/chss.pdf) is an article I've just published about making fast contact-hardening soft shadows based on PCSS. It shows how to implement PCSS at the cost of non-contact-hardening soft shadows. And it also shows how to make nice soft shadows in general :).

chss.thumb.jpg.b34089360e05c6c6707203d04259150b.jpg

Hope you will find it useful. Any comments welcomed.

Cheers,
Wojtek

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looks good!, congratulations... the paper talks about a demo, it would be nice to have access to it to test performance an have a better grasp of the artifacts the algorithm produces and how well it deals with them.

I'm glad you like it :).

There is a link in the article to my framework which contains the shadows demo. It's here: https://github.com/maxest/MaxestFramework
Here are the files directly related to the shadows demo: https://github.com/maxest/MaxestFramework/tree/master/samples/shadows

But now I think I should separate the shadows demo from the rest of the framework and other samples. Meanwhile you can inspect the above.

Should you have any problems running the demo let me know.

Cheers

ohh... ok... thanks!... I saw you had a framework, I will definitely check it out now! :)

Any interest in co-publishing as a front-page article here at GDNet to reach a wider audience?

It would of course be correctly attributed and linked to your user account, and contain a link back to the original. :)

 

Thanks for sharing regardless! :)

- Jason Astle-Adams

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