First Pass: Shadows


I wanted to post a quick visual progress update. The left image above shows the result of adding shadows to the game board rendering. The technique that I use for shadows is called shadow mapping. You can read about this technique in Real-Time Rendering: Third Edition section 9.1.4: Shadow Map or you can check out RasterTek Tutorial 40: Shadow Mapping. The basic concept is to render the scene from the perspective of a light source in order to record the depth value closest to the light for each pixel (the right image above shows this result). After getting the depth values, you then render the scene normally and for pixel compute its depth from the light's perspective and compare it against the value stored from the previous pass to determine whether the pixel is in shadow. The images above were generated using a lower resolution (512 × 512) shadow map so it suffers from the same aliasing issues as the reflection results. During my visual polish pass, I plan to increase the shadow map resolution as well as investigate other approaches to address aliasing issues.

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