Some notes of realtime shadows
Poisson disk shadow blur
- ShaderX3 "5.1 Poisson Shadow Blur by Jason Mitchell"
- Tutorial 16 : Shadow mapping
- "Stochastic Sampling in Computer Graphics" Cook. 1986
PCF
- "Rendering Antialiased Shadows with Depth Maps" 1987
- "Shadow Map Antialiasing" Michael Bunnell. GPU Gems 1
soft shadows
- "Advanced Soft Shadow Mapping Techniques" GDC2008
- "Soft Shadow Mapping" CodeFlow
Poisson PCF soft shadow
- "Finding Next Gen CryENGINE 2" SIGGRAPH 2007
- "Secrets of CryENGINE 3 Graphics Technology" SIGGRAPH 2011
- "Playing with Real-Time Shadows" SIGGRAPH 2013
PCSS
- shadow PCSS (NVidia)
- "Percentage Percentage-Closer Soft Shadows" GDC 2005
- D3D Soft Shadows Sample
- http://developer.download.nvidia.com/whitepapers/2008/PCSS_Integration.pdf
- http://faculty.ycp.edu/~dbabcock/PastCourses/cs470/labs/lab16.html
Contact Hardening shadows
- http://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/d3dsoftshadowssample.htm
- https://github.com/NVIDIAGameWorks/D3DSamples
- http://developer.amd.com/tools-and-sdks/graphics-development/amd-radeon-sdk/archive/
- https://msdn.microsoft.com/ja-jp/library/ee416562(v=vs.85).aspx
- AMD 2012 : http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/TakingAdvantageofDirect3D10.pps
Back projection
- "Real-time soft shadow mapping by backprojection" EGSR 2006
- "Real Time Area Lighting Now and Next" Geomerics
Convolution shadow Maps
- "Convolution Shadow Maps"
- Real-time, All-frequency Shadows in Dynamic Scenes
- "Rendering the Alternate History of The Order: 1886" SIGGRAPH 2015
Exponential Shadow Maps
- "Exponential Shadow Maps" 2008
- Improvements for shadow mapping in OpenGL and GLSL
Screen Space shadow blur
Expoential Variance Shadow Maps (EVSM)
- "Rendering Antialiased Shadows usingWarped Variance Shadow Maps" Andrew Lauritzen. Master’s thesis, University of Waterloo, 2008.
- "Lighting Research at Bungie" SIGGRAPH 2009
- "Rendering the Alternate History of The Order: 1886" SIGGRAPH 2015
- "Comparing Shadow Mapping Techniques with Shadow Explorer" Intel 2011
- "A SAMPLING OF SHADOW TECHNIQUES" MJP
- Demo: Exponential Variance Shadow Map with Mip Maps
about shadow mapping
others
- Colored shadows of transparent objects, e.g. colored glass
- Graphics Tech: Shadow Maps (part 2): Save 25% texture memory, and possibly much more.
- Mike Day: #SIGGRAPH 2012 CSM Scrolling
Notes of Deferred shadow
- "Playing with Real-Time Shadows" SIGGRAPH 2012
- "Deferred Cascaded Shadow Maps" Aras. 2009
- "Rendering techiques in Split/Second" 2009
- "DEFERRED SHADOW MAPS SAMPLE" MJP 2009
- "Toy Story 3 : The Video Game Rendering Techniques" SIGGRAPH 2010
- "Shadows & Decals: D3D10 Techniques in FrostBite" GDC 2009
- "Rendering in Cars 2" SIGGRAPH 2011
- "GTA V - Graphics Study" 2015
- "Screen Space Soft Shadows" GPU Pro1. 2010
- "Mipmapped Screen-Space Soft Shadows" GPU Pro 2. 2011
- "Practical Screen Space Soft Shadows" GPU Pro 6. 2015
Notes of linear-Z for shadows maps
- Linearized Depth using Vertex Shaders
- Using WBuffers
- Linear Depth
- D3DXMatrixPerspectiveFovLH function
- Linear or non-linear shadow maps?
- OpenGL Projection Matrix
- The Z Coordinate and Perspective Projection
Notes of Z-precision
- Maximizing Depth Buffer Range and Precision
- Logarithmic Depth Buffer
- http://outerra.blogspot.jp/2009/08/logarithmic-z-buffer.html
- http://outerra.blogspot.jp/2013/07/logarithmic-depth-buffer-optimizations.html
- http://www.gamasutra.com/blogs/BranoKemen/20090812/85207/Logarithmic_Depth_Buffer.php
- http://issues.worldwind.arc.nasa.gov/jira/secure/attachment/12105/Logarithmic+Depth+Buffer.pdf
- Learning to Love your Z-buffer.
- Depth testing
- Depth Precision Visualized
- Depth Precision
- A couple of notes about Z
- Depth Buffer Precision
- ATTACK OF THE DEPTH BUFFER
Notes of depth-aware blur
- http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/
- https://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/
- "Scalable High Quality Motion Blur and Ambient Occlusion Scalable High Quality Motion Blur and Ambient Occlusion" SIGGRAPH 2012
Notes of key light/fill light
games
- "Shining the Light on Crysis 3" GDCE 2013
CG
- "Three-point lighting" Wikipedia
- Tutorials: Does three point lighting suck?
- Studio Lighting Basics