New D3D10 shadowing demo

Thursday 26th April 2007, 12:12:00 PM, written by Arun

Andrew Lauritzen (aka AndyTX on our forums) posted an interesting update to his shadowing demo yesterday, porting the renderer from D3D9 to D3D10 and adding support for the combination of parallel-split (aka Cascaded) Shadow Maps and Variance Shadow Mapping (VSM). The results are quite impressive to say the least, although the filtering arguably isn't quite as awesome or flexible as for Summed Area VSMs, which the demo also showcases.

Andrew is one of the two researchers behind the original VSM algorithm, along with William Donnelly. The algorithm is progressively gaining traction from game developers, with certain PS3 games such as Little Big Planet presumably making use of the technique and Crysis also using it for terrain shadows.

The requirements for the demo are as follows:

  • Any reasonably modern CPU/RAM
  • Windows Vista (for D3D10)
  • A D3D10 capable video card
  • DirectX Redist April 2007
    Available free from http://www.microsoft.com (search for the above)
  • Visual C++ 2005 Redistributable Package
    Available free from http://www.microsoft.com (search for the above)


  • Tagging

    demo ± d3d10, shadowing