notes

Retopology (manual and automated)

Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset. source: https://conceptartempire.com/retopology/ Manual This process is usually done manually with tools like Retopoflow, a superb addon

Tutorial for shadow mapping http www paulsprojects net…

Tutorial for shadow mapping: http://www.paulsprojects.net/tutorials/smt/smt.html Resources about shadow techniques: generalities: http://www.peroxide.dk/papers/realtimesoftshadows.pdf generalities: Algorithms for Real-Time Rendering of Soft Shadows – http://www.csse.canterbury.ac.nz/research/reports/HonsReps/2007/hons_0705.pdf listing: http://www.nvidia.com/object/doc_shadows.html cascade shadow map: http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf volume lights: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VolumeLight/doc/VolumeLight.pdf percentage closer soft shadows: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/PercentageCloserSoftShadows/doc/PercentageCloserSoftShadows.pdf http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf variance shadow mapping: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf Opacity Shadow Maps in Crystal Space, tagged PSSM: https://volumetricshadows.wordpress.com/tag/pssm/ stencil vs pssm: http://www.conitec.net/beta/shadows_c.htm