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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Anti-aliasing shadow edges with PCF


One of the simplest and most common techniques for dealing with the aliasing of shadow edges is called percentage-closer filtering (PCF). The name comes from the concept of sampling the area around the fragment and determining the percentage of the area that is closer to the light source (in shadow). The percentage is then used to scale the amount of (diffuse and specular) shading that the fragment receives. The overall effect is a blurring of the shadow's edges.

The basic technique was first published by Reeves et al in a 1987 paper (SIGGRAPH Proceedings, Volume 21, Number 4, July 1987). The concept involved transforming the fragment's extents into shadow space, sampling several locations within that region, and computing the percent that is closer than the depth of the fragment. The result is then used to attenuate the shading. If the size of this filter region is increased, it can have the effect of blurring the shadow's edges.

A common variant of the...

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