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Week 13 Entry - Shadow Mapping

Shadow Mapping Shadow mapping is a method to create shadows in a scene, and it critically operates from the perspective of each light in the scene. Conceptually, if a camera with the proper projection is capable of having a direct line of sight to parts of objects in the scene, any other parts of the scene (particularly any objects or parts of objects that are of the same line of projection but with higher z-depth values) will be understood as in shadow. Whatever light can see is in light. What light can't see will be shadowed. Depth maps of the scene are written in shaders to a texture. This buffer will be written off-screen rather than displayed to the screen, but it can be debugged using the Chrome Spector.js extension. Using a directional light requires the depth map to be represented with orthographic projection. The location of each fragment on the texture space is determined by transforming from world space to view space (of the light), to projection space (of the light), to

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