Shadow Map ———— PCSS(percentage-closer Soft Shadow)
1、PCSS解决了什么问题
传统的PCF每一次采样过滤耗费很大(每次都要遍历附近的几个点,虽然用了泊松分布,但还是不可避免),PCSS算法基本解决了该问题(通过动态计算采样范围,使用FindBlocker剔除非阴影点)
传统的PCF半影不够逼真…PCSS算法通过计算准确的半影范围解决了
4、PCSS的有关你资料:
http://www.cg.tuwien.ac.at/research/publications/2013/SCHWAERZLER-2013-FPCSS/SCHWAERZLER-2013-FPCSS-draft.pdf
http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf
http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/PercentageCloserSoftShadows/doc/PercentageCloserSoftShadows.pdf
http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
http://developer.download.nvidia.com/whitepapers/2008/PCSS_Integration.pdf
https://developer.nvidia.com/gameworks-directx-samples(本文参照的DEMO,soft shadow)
PCSS算法解释:
第一步渲染shadowmap
Z_VSOut LightRender_VS ( Geometry_VSIn IN )
{
Z_VSOut OUT;
float4 WorldPos = mul(IN.Pos, g_world);
OUT.H