Reflective shadow maps extend the regular function of shadow maps by simulating light bounces. This requires rendering the scene from the light's point of view. With regular shadow maps all that is needed is the depth buffer for a visibility test. For reflective shadow maps, the normals and colors of points must also be recorded:
The main goal of this project is to serve as a showcase and example implementation of RSM's. Some features of this project will be:
For the camera controls, I was planning to use the mouse to rotate and WASD to move. I was thinking of having the light move along a set path. The scene will be a two-story room with a balcony and an arbitrary OBJ model in the middle. I will need to figure out how to use 128-bit unclamped float textures (for position and normal).
Task | Est. Completion |
OBJ file loader | Sunday May 12, 3:00AM |
moving camera/light | Thursday May 16, 3:00AM |
shadow mapping | Sunday May 19, 3:00AM |
reflective shadow map buffers | Thursday May 23, 3:00AM |
reflective shadow map lighting | Sunday May 26, 3:00AM |