It remains a bummer that it seems like no production game engine has shipped a solution for shadowing area lights, or if they have, nobody has written anything about how to do it
Hierarchical Z isn’t an irregular Z as used in the literature because it has fixed resolution. The whole point of irregular Z is that you get pixel-perfect shadows regardless of the resolution of your Z buffer.
-
-
a lot of the hierarchical z is tree-style with varying resolution, in ways that might be NDA'd but are relatively clear if you work with the PS4 sdk or see AMD's docs
-
I don’t see how that meaningfully differs from traditional cascaded shadow maps, unless we’re talking about different things? My point is that hierarchical Z is inexact, while irregular Z is exact.
- 9 more replies
New conversation -
-
-
See https://pdfs.semanticscholar.org/ba56/9459fb4036bb374eeac335868b6f94e63578.pdf … — it’s an ingeniously simple technique and it’s so satisfyingly correct that it seems obvious in retrospect
-
oh, the way they choose sample points is very clever!
- 1 more reply
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.