Lately I have been seeing many discussions on different shadowing techniques. I have tried to keep up on the various techniques, but haven't been implementing many of them at all. So, this is a good opportunity to start putting some of these things to the test [grin].
With the material system more mature now, I wanted to try to add a few of these modern shadowing techniques to the toolbox. Between PSM, VSM, ESM, CSM/PSSM, and even irregular shadow mapping, there is some work to be done...
Tweaked SSAO Scene
I am a bit surprised at how much the quality of an SSAO image can be affected by changing a few parameters. Below is pretty much the exact same scene as my last post, but looks exceptionally better than the last post (in my opinion anyways). The change in scene depth, filter kernel radius, and maximum occlusion all have a vast effect on the final result.
![](http://members.gamedev.net/JasonZ/Heiroglyph/Material_System/Screen_Space_Ambient_Occlusion_1000002.png)