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Mathematics for 3D Game Programming and Computer Graphics, Third Edition by Eric Lengyel

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Chapter 10. Shadows

Shadows are an essential component of any rendered scene that attempts to depict a realistic environment because they provide many visual cues about the location of objects in 3D space. The methods used to generate shadows in real-time applications fall into two broad categories. The first category is called shadow mapping or shadow buffering, and it is an image-based algorithm that uses a depth image generated from the location of a light source. The second category is known as stencil shadows (due to its use of the stencil buffer), or sometimes shadow volumes, and it is a geometric technique that derives volumes of space for which light is blocked by shadow-casting objects. In this chapter, we provide an introduction to both ...

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