Implementation Diary (html)
Polygon ordering (CW,CCW) type(convex,concave) with C source code
creating shadows discussion of various technics to create shadows in OpenGL, but the ideas are the same for other api's. Note the text about Shadow Map Trade-offs which describes some of the motivations for perspective shadow maps namely perspective aliasing artefacts
The Z Coordinate and Perspective Projection for OpenGL, but useful for everyone using a z-buffer
Projections with math basics plus how it is done in OpenGL, the most comprehensive page about this stuff i've found ( cached )
Why Map Z is essential knowlege to comprehend the psm algorithm ( cached )
Mapping Z you need to understand this stuff to fully comprehend the problems with the psm algorithm ( cached )
Why a scene in perspective space is linear in 1/Z, rather than in Z explains a few points about perspective projection matrixes
a list of some shadow mapping algorithms with short explanations, bibliography and links to the papers (html)
Perspective Shadow Maps summarises the idea of the paper, with a recipe for computing the perspective shadow map matrix
a discussion of problems with perspective shadow maps
a discussion why perspective shadow maps should not work in general outdoor scenes
a newsgroup thread about the problems of various shadow map technics in outdoor scenes, with a great deal about the difficulties with perspective shadow maps and similar approaches
X-Box implementation for simple cases (D3D)
Real-Time Perspective Optimal Shadow Maps (thesis)[pdf]
misc. papers and files about perpspective shadow maps and related topics [directory]
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last update: 11-sep-2003 questions, remarks etc. to daniel scherzer