软阴影与反锯齿有着深刻的关系,PCF在Graphics上原本就是一种反锯齿技术,而它在阴影算法上往往作为简捷的软阴影达成途径。VSM(Variance Shadow Map)同样旨在解决这一问题,但它并非对阴影图的后处理而是重新定义阴影图。
Search
文章归档
- 2014 October (1)
- 2013 June (1)
- 2013 April (1)
- 2012 September (1)
- 2012 June (2)
- 2012 May (2)
- 2012 April (5)
- 2012 January (1)
- 2011 October (4)
- 2011 September (1)
- 2011 March (2)
- 2011 February (5)
- 2010 March (1)
- 2010 February (2)
- 2009 September (5)
- 2009 August (9)
- 2009 July (3)
- 2009 June (6)
- 2009 May (7)
- 2009 April (6)
- 2009 March (10)
- 2009 February (21)
- 2009 January (12)
Tags
- OpenGL (58)
- 笔记 (39)
- shader (27)
- 代码 (18)
- GLSL (17)
- Shadow (15)
- 图像 (15)
- Demo (14)
- 初学者 (12)
- 纹理 (12)
- 模型 (11)
- VBO (9)
- C (8)
- MFC (7)
- 矩阵 (7)
- 路 (5)
- 3DS (5)
- FBO (5)
- windows (5)
- 工具类 (5)
- 框架 (4)
- 扩展 (4)
- 光照 (3)
- 算法 (3)
- 水效 (3)
- 写博 (2)
- 教程 (2)
- OpenGL库 (2)
- 数学 (2)
- win32 (2)
- 拾取 (2)
- OBJ (2)
- MD2 (2)
- MD5 (2)
- 地形 (2)
- 头文件 (1)
- 设计模式 (1)
- PCF (1)
- 数据结构 (1)
- IO (1)
- MD3 (1)
- VAO (1)
- 多重采样 (1)
- FBX (1)
- DAE (1)
- Collada (1)
- SSAO (1)
- TEST (0)