Essential Summary: I now have the adjacency calculations, geometry shader plumbing, and geometry shader to render what will become Version 2.1 of the toolkit reduces the time spent on scene setup to a minimum using the new Quick

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Version 2.1 of the toolkit reduces the time spent on scene setup to a minimum using the new Quick I now have the adjacency calculations, geometry shader plumbing, and geometry shader to render what will become This time considerably less triangles (~30k instead of the ~250k in but 60(!

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  • I now have the adjacency calculations, geometry shader plumbing, and geometry shader to render what will become
  • This time considerably less triangles (~30k instead of the ~250k in but 60(!
  • Version 2.1 of the toolkit reduces the time spent on scene setup to a minimum using the new Quick

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Soft shadow volumes D3D implementation - 1

Soft shadow volumes D3D implementation - 1

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Soft shadow volumes D3D implementation - 2

Soft shadow volumes D3D implementation - 2

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Soft Shadow Volumes Demo

Soft Shadow Volumes Demo

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Soft Shadow Volumes Demo

Soft Shadow Volumes Demo

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Shadow Volumes in OpenGL

Shadow Volumes in OpenGL

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Shadow Volumes Toolkit - Quick workflow

Shadow Volumes Toolkit - Quick workflow

Version 2.1 of the toolkit reduces the time spent on scene setup to a minimum using the new Quick

Realtime soft shadows with variable penumbra using polygon backprojection

Realtime soft shadows with variable penumbra using polygon backprojection

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Dynamic Shadow Rendering with Shadow Volume Optimization

Dynamic Shadow Rendering with Shadow Volume Optimization

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Shadow Volumes Progress

Shadow Volumes Progress

I now have the adjacency calculations, geometry shader plumbing, and geometry shader to render what will become

Stencil volume soft shadows on a different object (OpenGL 4.5)

Stencil volume soft shadows on a different object (OpenGL 4.5)

This time considerably less triangles (~30k instead of the ~250k in but 60(!