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AMBIENTUM BIOETHICA BIOLOGIA CHEMIA DIGITALIA DRAMATICA EDUCATIO ARTIS GYMNAST. ENGINEERING EPHEMERIDES EUROPAEA GEOGRAPHIA GEOLOGIA HISTORIA HISTORIA ARTIUM INFORMATICA IURISPRUDENTIA MATHEMATICA MUSICA NEGOTIA OECONOMICA PHILOLOGIA PHILOSOPHIA PHYSICA POLITICA PSYCHOLOGIA-PAEDAGOGIA SOCIOLOGIA THEOLOGIA CATHOLICA THEOLOGIA CATHOLICA LATIN THEOLOGIA GR.-CATH. VARAD THEOLOGIA ORTHODOXA THEOLOGIA REF. TRANSYLVAN
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STUDIA INFORMATICA - Ediţia nr.4 din 2011 | |||||||
Articol: |
ACHIEVING REAL-TIME SOFT SHADOWS USING LAYERED VARIANCE SHADOW MAPS (LVSM) IN A REAL-TIME STRATEGY (RTS) GAME. Autori: . |
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Rezumat: While building a game engine in Microsoft XNA 4 that powered a RTS (real-time strategy) tower defense type game, we were faced with the issue of increasing the amount of visual feedback received by the player and adding value to the gameplay by creating a more immersive atmosphere. This is a common goal shared by all games, and with the recent advancements in graphics hardware (namely OpenGL, DirectX and the advent of programmable shaders) it has become a necessity. In this paper we will build upon the shadowing techniques known as VSM (variance shadow map) and LVSM (layered variance shadow map) and discuss some of the issues and optimizations we employed in order to add real-time soft shadowing capabilities to our game engine. Key words and phrases. shadow map, VSM, LVSM, render target, filtering, camera and light space, probability and statistics. |
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