Real-time ray-marched volumetric renderer with procedural clouds, soft shadows, and SDF-based sphere tracing.
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Updated
Dec 19, 2025 - C++
Real-time ray-marched volumetric renderer with procedural clouds, soft shadows, and SDF-based sphere tracing.
GLSL implementation of the Percentage-Closer Soft Shadows technique
Percentage-Closer Soft Shadows (PCSS) in OpenGL
An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.
Customize Three.js Reflector to achieve solid reflector.
Rendering 3D scenes with geometric figures, mirrors, realistic shadows, depth of field and global illumination.
A simple OpenGL sample of Percentage Closer Soft Shadows with directional and spot lights.
Nvidia's PCSS soft shadow algorithm implemented in Unity
Implementation of realistic and efficient screen space soft shadows for 3D Graphics Rendering with OpenGL
This C++ implementation renders multiple implicitly defined spheres under multiple light sources using Bling Phong Model. It also considers the hard and soft shadows as well as mirroring and refraction of light rays that generate different visual effects
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