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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
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Author (1):
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 Movania Movania
Author Profile Icon Movania
Movania
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Toc

Table of Contents (15) Chapters Close

OpenGL Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing variance shadow mapping


In this recipe, we will cover a technique which gives a much better result, has better performance, and at the same time is easier to calculate. The technique is called variance shadow mapping. In conventional PCF-filtered shadow mapping, we compare the depth value of the current fragment to the mean depth value in the shadow map, and based on the outcome, we shadow the fragment.

In case of variance shadow mapping, the mean depth value (also called first moment) and the mean squared depth value (also called second moment) are calculated and stored. Then, rather than directly using the mean depth, the variance is used. The variance calculation requires both the mean depth as well as the mean of the squared depth. Using the variance, the probability of whether the given sample is shadowed is estimated. This probability is then compared to the maximum probability to determine if the current sample is shadowed.

Getting started

For this recipe, we will build...

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