GPU Zen 3 – Virtual Shadow Maps [C++, OpenGL]

A GPU virtual memory system for computing extremely high resolution shadows while maintaining a fixed memory budget and supporting data caching. This was published as a chapter in GPU Zen 3 (me + 3 other co-authors) and an older version is also available on my website.

=> GPU Zen 3 on Amazon

=> Online tech writeup

Cascade selection depends on distance to camera. Each square is a virtual page from a certain cascade that has been mapped to a piece of physical GPU memory.

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Interactive Software Raytracing [C++, GPU Compute]

The goal was to enable ray traced lighting by utilizing GPU compute shaders so that specialized RT hardware would not be required. Support for directional lighting and emissive surfaces while maintaining interactive frame rates was accomplished.