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WebGL 2D Simulation of Shadow Mapping and Shadow Volumes

There are four scenes available from the main menu. Press ESC to show the main menu after starting a scene.

Shadow Map I / Shadow Volume I

These scenes contain introductory slides about the Shadow Mapping and Shadow Volumes.

Shadow Map II

This scene contains a 2D simulation of a 3D scene drawn as a cross section. Objects in the scene:

  • light source
  • camera
  • shadow receiver (ground)
  • shadow caster (cube) On the right side there are several bars and controls located:
  • Color: The camera's frame buffer filled with the pixel's original color values.
  • Shadow map: The depth values contained in the shadow map as rendered from the position of the light source.
  • Shadow: The shadow decision for every pixel in the camera's frame buffer.
  • Final frame: The camera's frame buffer with added shadows.
  • Bias: Offset for the distance comparison used for the shadow decision.
  • Resolution: Shadow map resolution.
  • Bit depth: Shadow map bit depth.

Shadow Volume II

This scene contains a 2D simulation of a 3D scene drawn as a cross section. Objects in the scene:

  • light source
  • camera
  • shadow receiver (ground)
  • 2 shadow caster (diamond, line) On the right side there are several bars and controls located:
  • Color: The camera's frame buffer filled with the pixel's original color values.
  • Stencil: Values for the stencil buffer for shadow volume rendering.
    • Green: Effect of rendering the green volume planes on the stencil buffer.
    • Blue: Effect of rendering the blue planes on the stencil buffer.
    • Black: Final stencil buffer state.
  • Final frame: The camera's frame buffer with added shadows.
  • Method (z-pass/z-fail): Shadow volume render method.

Controls

  • [+]/[-]: Zoom in/ out
  • Cursor keys: Pan scene
  • Camera/ light source
    • Click the object to select it.
    • Drag the red dot on the object to change the object position.
    • Drag the red dot in front of the object to change the camera angle/ light direction.
    • Click on the object to deselect it.

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WebGL 2D Simulation of Shadow Mapping and Shadow Volumes

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