Shadow Maps
A pretty vanilla implementation of shadow maps in openGL 3.3, done for CSCI 544 Advanced Computer Graphics Spring 2014, at the Colorado School of Mines, Project 3.
Models that work with the viewer code can be found here:
- small: https://mega.co.nz/#!Kd5UibqC!0vRlRhSZmsGAzNqChEXqulxFHjhE4qaRLtWWd2fGGG0
- medium: https://mega.co.nz/#!LdQzjTBZ!GHzKOWa8Zhx357IT8_I5sQj3HQuOZavj35lumDOXUx4
- small + medium + large: https://mega.co.nz/#!3FJFVKBL!ri59V_SLqz1GkHu8uUW9lZvmfEax85CfV_bxhqXVT1o
Screenshots
Stanford bunny, without PCF filtering:
Stanford bunny, without PCF filtering, and with 64x64 shadow map.
Beethoven bust, PCF square window size 3.
Dragon, PCF square window size 3.
Dragon, no PCF, with 256x256 shadow map.
Running
Compile with:
make
Then run the viewer:
./viewer <model file>