Multisampled Shadowmaps
Because variance shadow maps allow us to store pre-blurred shadow maps it also allows us to take advantage of multipled textures. MSAA is a technique that renders extra pixels around the target pixel and averages the results. This can help bring out fine lines that are smaller than a pixel onscreen, and it also greatly reduces jagged edges. I wanted to see how well this would work for rendering shadow maps, and to see if I could reduce the ragged edge appearance that shadow maps are sometimes prone to.
Below is the shadow rendered at 1024x1024 with no multisampling and a 3x3 blur:
Using a 4X MSAA texture eliminates the appearance of jagged edges in the shadow:
Here they are side by side:
This is very exciting stuff because we are challenging some of the long-held limitations of real-time graphics.
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