Adventures in Deferred Rendering: Volumetric Lighting

I like god rays. They're easy to implement and yet they add so much detail to a scene. Volumetric lighting is typically driven by a single-phase function that determines how much of the total scattered light is scattered toward the camera. The angle between the incoming light direction and the vector from our camera to … Continue reading Adventures in Deferred Rendering: Volumetric Lighting

Percentage-Closer Soft Shadows

I've implemented quite a few shadow mapping concepts, and so far, percentage-closer soft shadows (PCSS) is my favorite one. It was a great exercise in Poisson disk sampling, and the contact hardening that is characteristic of its output makes for compelling spatial relationship information. For comparison's sake, here's what I did for cascaded shadow mapping … Continue reading Percentage-Closer Soft Shadows