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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Introduction


Shadows add a great deal of realism to a scene. Without shadows, it can be easy to misjudge the relative location of objects, and the lighting can appear unrealistic, as light rays seem to pass right through objects.

Shadows are important visual cues for realistic scenes, but can be challenging to produce in an efficient manner in interactive applications. One of the most popular techniques for creating shadows in real-time graphics is the shadow mapping algorithm (also called depth shadows). In this chapter, we'll look at several recipes surrounding the shadow mapping algorithm. We'll start with the basic algorithm, and discuss it in detail in the first recipe. Then, we'll look at a couple of techniques for improving the look of the shadows produced by the basic algorithm.

We'll also look at an alternative technique for shadows called shadow volumes. Shadow volumes produce near perfect hard-edged shadows, but are not well-suited for creating shadows with soft edges.

 

 

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