Shadow Explorer is a sample application, with source code, that allows developers to work with several shadowing techniques, examine the performance versus quality tradeoffs of each one, and discover which is best suited for their game.
Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.
by Jason Bestimt & Bryant Freitag
How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Shadow Mapping Algorithm for Android* [PDF 440KB]
Given a variable with global scope, icc doesn't complain when a local variable shadows it.gcc correctly complains.