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nVidia DirectX 10 - SoftShadows

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Uploaded by on May 30, 2007

"This demo presents two algorithms for soft shadow rendering. The common advantage of the presented algorithms is that, in contrast with standard PCF (Percentage Closer Filtering) algorithms, they do not use pseudo-random samples to sample the shadow map. Hence, partially shadowed areas lack noise typically introduced by PCF algorithms."

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Entertainment

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Uploader Comments (Danial79)

  • No that exciting, I know, but they are better than current game shadows.

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  • @superkellerman8D I'm think they've updated it in OpenGL 4.0. But I do believe Direct3D does it better.

  • @danielnathana huh. I thought it wasn't updated since the 90's? Or is it one of those things that is always updated but it doesn't have specific versions?

  • @superkellerman8D Yep. OpenGL can do that too, easily done using the OpenGL Utility Library.

  • @danielnathana So it seems. There is a very easy-to-find example on opengl.org about how to do correct penumbra shadows. Still, DX11 can do tessellation. And it is much faster.

  • @superkellerman8D Yea OpenGL can do soft shadows real time. There are examples with sources on the OpenGL website.

  • @danielnathana not soft shadows! and when i say soft shadows i mean relative softness (aka hard edge closer to the object soft further away)

  • @superkellerman8D Do you know what you're talking about? You can do real time shadows in OpenGL also.

  • realtime? 'Cause if it is, openGL can suck it!

  • what is the name of the tool that you used to make this testenvironment?

  • Wow, how can that give such a framedrop? Hehe looks pretty realistic though.

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