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shadows [2022/07/28 16:57] (current)
steph.jorgensen created
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 +====== Shadows ======
  
 +The SpeedTree SDK includes a sample shadow system to detail how our classes and shaders might interact with a typical cascaded shadow map system. The sample depth-only shaders included with the reference application use the same vertex declarations as the lit/deferred shaders.
 +
 +===== Forward rendering ======
 +Our example forward rendering shadow system is in place to do the following:
 +  * Enable rapid prototyping of real-time shadow maps
 +  * Demonstrate that SpeedTree can work in a completely dynamic lighting environment
 +  * Work out the problems associated with rendering geometry using shadow maps so that integrations may go more smoothly
 +
 +Our sample shadow system can be decoupled from the shaders very easily and we expect this will happen in every SpeedTree/engine integration.
 +
 +===== Deferred rendering =====
 +The only way the SpeedTree pipeline and SDK can assist with shadows in a deferred system is by generating appropriate shadow-casting shaders. The rest of the shadow system is independent of the shaders generated by the SpeedTree pipeline.