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Half-Life 2, (bad) Parallel-Split Shadow Maps
Shadows, Parallel-Split Shadow Maps + PCF - #19
Estrada Real Digital (ERD) - Parallel-Split Shadow Maps (Video 2 - Final)
Tzu3D: geoclipmapping, Parallel Split Shadow Map, Instancing, Deferred Rendering, Depth of Field
Half-Life 2, (slightly less bad) Parallel-Split Shadow Maps
Parallel-Split Shadow Map XNA
Estrada Real Digital (ERD) - Parallel-Split Shadow Maps (Beta - Check the final version)
Shadow Mapping - Interactive 3D Graphics
How Shadows Work in Games
Parallel Split Shadow Mapping
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Last Updated: September 25, 2026
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Summary
Unfortunately I didn't go into too much technical detail. If you're looking for implementation details, there are some links below. A demonstration map for testing Apart from the PSSM work (some also call this cascaded For more information on Reloaded, the blog: fpscreloaded.blogspot.co.uk/ Implementation PSSM on XNA http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html. Final version (with link to the code): youtube.com/watch?v=wjnELNMC5kA ... This video is part of an online course, Interactive 3D Graphics. the course here: udacity.com/course/cs291. In this video I explain a lot of topics related to shadows and