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You're reading from  Mastering Graphics Programming with Vulkan

Product typeBook
Published inFeb 2023
PublisherPackt
ISBN-139781803244792
Edition1st Edition
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Authors (2):
Marco Castorina
Marco Castorina
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Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

Gabriel Sassone
Gabriel Sassone
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Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
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Further reading

The book Real-Time Shadows provides a good overview of many techniques to implement shadows, many of which are still in use today.

GPU Pro 360 Guide to Shadows collects articles from the GPU Pro series that are focused on shadows.

An interesting technique described in the book is called tetrahedron shadow mapping: the idea is to project the shadow map to a tetrahedron and then unwrap it to a single texture.

The original concept was introduced in the Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping chapter (originally published in GPU Pro) and later expanded in Tile-based Omnidirectional Shadows (originally published in GPU Pro 6).

For more details, we refer you to the code provided by the author: http://www.hd-prg.com/tileBasedShadows.html.

Our sparse texture implementation is based on this SIGGRAPH presentation: https://efficientshading.com/wp-content/uploads/s2015_shadows.pdf.

This expands on their original paper, found here: http...

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Mastering Graphics Programming with Vulkan
Published in: Feb 2023Publisher: PacktISBN-13: 9781803244792

Authors (2)

author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone