Daniel's and mine
GDC'09 presentation titled
Shadows & Decals - D3D10 techniques from Frostbite that was in the
Advanced Visual Effects with Direct3D for PC full day tutorial is now online! (
pdf)
The rest of the tutorial slides can be found
hereI talked about our shadowmapping technique which I creatively call
Single-pass Stable Cascaded Bounding Box Shadow Maps (SSCBBSM?). It uses a combination of bounding box slice selection, geometry shader & instancing rendering to maximize shadowmap resolution usage and render with as little CPU overhead as possible.
Daniel talked about
Decal Generation using the Geometry Shader and Stream Out which is a technique to project and generate decals directly on the GPU to avoid having to duplicate mesh vertex & index buffers into system memory or have to do the vertex & triangle projection on the CPU. It is a pretty cool usage of the GS and something we think will enable more intricate geometry processing than just standard decals in the future.
I also did a list minute presentation in the AMD talk
Your Game Needs Direct3D 11, So Get Started Now! about our experiences, motivation and goals of porting & supporting Direct3D 11 in Frostbite. Slides should be up soon!