Real-time shadow algorithms implemented in C++/OpenGL with GLFW and GLee for the course Advanced Game Programming (TSBK03), fall 2009 at Linköping University.
1. Planar, projected shadows (without and with multiple coverage)
2. Shadow volumes (without and with visualized volumes)
3. Shadow mapping (without and with percentage closer filtering)
Music: Time Travel by Michael Andrews
For more information about the course, go here:
http://www.computer-graphics.se/
I love to find student projects from my course on YouTube! :)
Ragnemalm 5 months ago
@Ragnemalm
Hi there, Mr. Ragnemalm, and thanks for a great course. :)
wr00m 5 months ago
very nice! Did you do it with opengl code or did you use shaders?
superkellerman8D 11 months ago
@superkellerman8D
Thanks. The per-fragment lighting and the shadow mapping use shaders IIRC.
wr00m 11 months ago