[Tech Presentation] Fast Cascade Variance Shadow Map

Shadow rendering is always a problem in game developing, I worked on several titles in past years, there is always needs to write your own shadow for your game.  It’s all about Quality, Performance and memory.

what I shared here is for open space shooter engine. especially designed for Xbox360.

It supports:

  • Soft Edge (Variance Shadow map Tech)
  • Long Distance ( Optimized Cascaded Shadow map)
  • Stable (No shadow map rotation)
  • Fast ( 3ms include shadow caster rendering)

I share the ppt here, it come from one of internal presentations I did before. the target audience is for game developer  ( it also introduced some basic concepts for helping non-graphic programmers understanding).

hope it can help your own shadow system

Download PPT Cascade VSM Shadow


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[Training Presentation] Power PC CPU Cache

For current generation game console,  they  all chose PowerPC as CPU architecture.

Even PowerPC framework is more clear and understandable than x86, it’s still complex if you want to know everything.

Fortunately,for most cases, what we only need to know  is :CPU CACHE  

This is a presentation I did in our team internally,  it explain some terms and concepts:

  • Cache line
  • Cache Mapping(Set Associativity)
  • D-Cache/I-Cache,Cache Levels
  • Cache Eviction Policy (LRU/PLRU)
  • Cache Write Policy (No-Allocation/Write Through, Write-Allocation/WriteBack)
  • LHS etc
Target Audience:  Junior/Mid level Programmer

Click follow Image to see sliders .(http://portal.sliderocket.com/AOQDX/PowerPC-CPU-cache)