3D First Person Shooter
8 weeks halftime
Made in ThinIce (in-house C++/DX11 Engine)
In this project I was handed the task to implement shadow maps, which brought me closer to our rendering engine and made me more familiar with DirectX 11. It was really satisfying to implement it as the result is immediately noticeable, and gives the Graphical Artists a lot more control of the general atmosphere. The implementation projects world positions into the shadow camera's view where it compares depth against the shadow map. I use Poisson Disk Samples to smooth out the edges of the resulting shadows. Following is a snippet of the HLSL code of the shadows in our PBR shader. And how the shadows look in game.