Assignment 2
Shadow Mapping
Goal
The goal of this assignment is to further strengthen your understanding of framebuffers by implementing shadows through the Shadow Mapping technique.
- A scene that contains, at minimum:
- A 3D Model
- Your scene contains a single directional light I must be able to use ImGUI to easily change its direction. Exposing the direction values directly [-1 to 1] is okay. Don’t forget to normalize!
- Scene must contain a ground plane and at least one object casting a shadow onto it.
- Shadow mapping is implemented for a single directional light.
- A debug view of your shadow map is shown in ImGUI.
- Grading for this assignment will be on a tier based system, with each tier having a max grade.
- 0% - No shadows or shadow map visible
- 50% - Shadows are not visible, but a debug view of a correct shadow map is provided.
- 75% - Shadows are visible, but with visible shadow acne and/or peter panning.
- 90% - Shadows use slope-scale biasing to have no visible shadow acne and minimal peter panning.
- Expose min and max bias values in ImGUI
- 100% - Soft shadows are implemented using Percentage Closer Filtering
Build off of the previous assignments to complete this one.
Instructions
- Begin Here:
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