<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>GDC2010 on Miles Macklin</title>
    <link>http://blog.mmacklin.com/tags/gdc2010/</link>
    <description>Recent content in GDC2010 on Miles Macklin</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <copyright>&amp;copy; 2019 Miles Macklin</copyright>
    <lastBuildDate>Fri, 12 Mar 2010 06:09:31 +0000</lastBuildDate><atom:link href="http://blog.mmacklin.com/tags/gdc2010/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>GOW III: Shadows</title>
      <link>http://blog.mmacklin.com/2010/03/11/gow-iii-shadows/</link>
      <pubDate>Fri, 12 Mar 2010 06:09:31 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2010/03/11/gow-iii-shadows/</guid>
      <description>I checked out this session at GDC today - I&#39;ll try and sum up the main takeaways (at least for me):

Artist controlled cascaded shadow maps, each cascade is accumulated into a &#39;white buffer&#39; (new term coined?) in deferred style passes using standard PCF filtering
Shadow accumulation pass re-projects world space position from an FP32 depth buffer (separate from the main depth buffer). The motivation for the separate depth buffer is performance so I assume they store linear depth which means they can reconstruct the world position using just a single multiply-add (saving a reciprocal).</description>
    </item>
    
  </channel>
</rss>
