There are four scenes available from the main menu. Press ESC to show the main menu after starting a scene.
These scenes contain introductory slides about the Shadow Mapping and Shadow Volumes.
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.
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.
- [+]/[-]: 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.