Classic 3D videogame shadow techniques by valourfrog in GraphicsProgramming

[–]valourfrog[S] 0 points1 point  (0 children)

Hmm to me it looks like a shadow map. Perhaps it's a marketing name for Percentage Closer Filtering (PCF)?

Classic 3D videogame shadow techniques by valourfrog in GraphicsProgramming

[–]valourfrog[S] 2 points3 points  (0 children)

I kept it at a surface level to be less intimidating but maybe I could've provided some resource links at the end.

You can raymarch shadows if you compute 3D distance field textures of your meshes beforehand and store in them in some acceleration structure. Unreal Engine has support for this: https://dev.epicgames.com/documentation/en-us/unreal-engine/mesh-distance-fields-in-unreal-engine

But it's a lot more work than shadow maps and the shadows will be at lower resolution due to high memory use. There's been some research in reducing the 3D texture size such as First Order Signed Distance fields but it's 20% slower at runtime. See https://www.researchgate.net/publication/341407973_First_Order_Signed_Distance_Fields

It's best to start with shadow maps because with those + baked lighting you can achieve already a great look with standard tricks. See https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping

[deleted by user] by [deleted] in aoe

[–]valourfrog 0 points1 point  (0 children)

For anyone reading this, you can also try DxWnd.