The screen shot is to demonstrate my PSSM implementation in directx10.
The idea came from the GPU Gems 3
and can be found on NVIDIA’s developer site. This implementation uses
the cloning method described in the article. I tried using CSM but had
to fight alot with “shimering” on what seemed to be the frustum edges.
With PSSM a crop matrix is used for each split instead of a separate
projection matrix for each split so the scene is more constant from the
light’s field of view.
The models are from 3drt.com.
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Ummm, I hate to say it, but why on earth did you choose a screenshot
like this to show off PSSM? They’re impossible to even see in an
environment like that.
The esoteric acronyms are not necessary. So you are
Parallel-Split-Shadow-Mapping the clouds? They look pretty.
I appologize, it did come out a little dark. I chose this image because
of the distance of the mother ship… it still casted shadows at a lower
you can see a clip of it
I’m actually Parallel-Split-Shadow-Mapping the whole scene.
It looks good. You can see the small ship cast a shadow on the big one
briefly near the end.