Tuesday, 12 July 2011

Graphics Tech: Shadow Maps (part 2): Save 25% texture memory, and possibly much more.

In the previous part, I�talked about my reasons for wanting to use Cascading Shadow Maps (one of the biggest: image stability), then said that we had implemented Michal Valient’s version of the algorithm, and mostly liked it, but wanted to reduce the memory usage. This time I’ll show how to reduce the memory usage by [...]

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