Another brief update: GDC08 and ShaderX6

How do you feel right before giving the first lecture of your life? The answer is: not well!

I felt so tense that I forgot half of what I wanted to say, and even though I was probably speaking a bit too fast I believe my lecture at GDC went quite well. The room was packed with people, despite the fact that was the last talk of the day. At the end of the presentation I was asked a fair number of pertinent questions, and I was kind of surprised to realize that some didn’t believe that such extremely simple approaches could possibly work!

For all those that couldn’t come be there Wolfgang Engel (organizer of the Core Techniques & Algorithms in Shader Programming day at GDC) has collected all the presentations in one handy page. You can also download my presentation about some new and exotic shadow mapping filtering schemes directly from this link. Comments were added to the most obscure slides and as usual feel free to ask questions, comments, point out errors, etc.. on this blog.

This talk was also represented the first occasion to publicly introduce Exponential Shadow Maps. The main idea has been going around for a while now (and it seems some highly anticipated game will soon ship with it..) but it wasn’t possible to fully explain the algorithm and why it works (or doesn’t work, in some case:) ) due the limited amount of time available.

On the other hand ShaderX6 is now widely available and you will be able to find in it a long and detailed article about ESM (and some sample code), among many other interesting contributions.