Parallel-split Shadow Maps are cool

We’re on the final home straight for Ogre 1.6 (aka Shoggoth), which should hit RC1 next week. One of the final features I wanted to squeeze in was support for Parallel-split Shadow Maps (PSSM), which uses multiple shadow maps per light in a hierarchical fashion to improve the quality while keeping the size down, particularly in outdoor scenes using global directional light. If you’ve played Assassin’s Creed, you will have seen this technique in action already.

Read more →