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A simple spherical light volume can be computed as a post processing effect by drawing a cube with the face winding direction reversed (left hand winding vs right hand winding). This displays the interior of the cube. This gives a nice "halo" effect to lights. Compute the intersection of a ray with a sphere that is fitted to the cube inside the ...

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I'm not entirely sure about this case, but at least with some APIs I've worked with, there's a "maximize window" option. The bands that you're having is most likely because the window isn't maximized (isn't fullscreen) and so the computer makes no effort to align it with the edges of your screen. The reason why the window dimensions are funky are ...

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To reproduce the distortion in the image you would have to apply the model-view-projection matrix and then divide by $w$. If you use a projection matrix that flips $Z$ then you would get an inverted version. For more details on the transformations that occur for a perspective projection to happen see: http://www.songho.ca/opengl/gl_projectionmatrix.html http:...

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I found the problem. Maybe this answer helps someone since there isn't much discussion on the topic. I was doing the following change of coordinates in the frequency domain to fit the values on the 256x256 matrix: (n, m) = (x-N/2, y-N/2) where N, n and m appear in the ocean waves' paper and x, y are the coordinates of the matrix. Then I modified the change ...

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Getting high quality shadows from Cascade Shadow maps with (relatively) low resolution shadow maps is a process. I recommend taking on different aspects one at a time. Here are few generic suggestions... Shadow transitions between cascade zones can be handled by allowing the cascades to overlap by a small amount then computing a lerp value for each zone. The ...

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