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Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games.
Algorithm overview, Overview & Principle of a shadow and a shadow map
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shadow map depth light shadows scene used test mapping texture coordinates drawing must view also opengl objects drawn rendering step
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| Shadow mapping | related to External links | Hardware Shadow Mapping | 0.60 | section |
| Shadow mapping | related to External links | Mapping | 0.60 | section |
| Shadow mapping | related to External links | Today's OpenGL Hardware | 0.60 | section |
| Shadow mapping | related to External links | HLSL | 0.60 | section |
| Shadow mapping | related to External links | DirectXImprovements | 0.60 | section |
| Shadow mapping | related to External links | GLSLNVIDIA Real-time Shadow Algorithms | 0.60 | section |
| Shadow mapping | related to External links | TechniquesShadow Mapping | 0.60 | section |
| Shadow mapping | related to External links | Java | 0.60 | section |
| Shadow mapping | related to External links | OpenGL | 0.60 | section |
| Shadow mapping | related to Further reading | Smooth Penumbra Transitions | 0.60 | section |
| Shadow mapping | related to Further reading | Shadow Maps Willem | 0.60 | section |
| Shadow mapping | related to Further reading | BoerForward | 0.60 | section |
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