This work discusses shadowing methods, analyses them and describes implementation in DirectX 11 API. Theoretical part describes historical evolution of shadow usage in 3D applications and also analyzes shadowing algorithms. This work compares 2 variants of shadow mapping algorithm for omnidirectional lights, based on cube mapping and paraboloid projection, on demo application using quality, performance and implementation aspects.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:236553 |
Date | January 2012 |
Creators | Kobrtek, Jozef |
Contributors | Havel, Jiří, Navrátil, Jan |
Publisher | Vysoké učení technické v Brně. Fakulta informačních technologií |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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