Overview
What this challenge is about.
Add a directional-shadow-map render pass to the engine: render the scene depth from the light's perspective into a 2K depth texture, then sample it during the main pass to attenuate diffuse + specular contributions. Add 3x3 PCF for soft edges. Add cascaded shadow maps with 3 cascades for the large outdoor demo scene. Address shadow acne with a depth bias and peter-panning with front-face culling during the shadow pass. Deliver the engine PR, 2 demo scenes (small interior + large outdoor), and a 6-page technical post-mortem covering the trade-offs (memory, fill rate, visual quality).
The Brief
What you'll do, and what you'll demonstrate.
Add directional-light shadow mapping with PCF and cascaded shadow maps to an open-source game engine, with demo scenes and a trade-off post-mortem.
Earning criteria — what you'll demonstrate
- Implement shadow mapping with the standard quality fixes
- Apply cascaded shadow maps to a large outdoor scene
- Manage shader pipeline state for multi-pass rendering
- Communicate graphics trade-offs in a contributor-style write-up
Program Fit
Where this fits in your program.
Sharpens the same skills your degree expects you to demonstrate.
Skills
Skills you'll demonstrate.
Each one shows up on your verified credential.
Careers
Roles this prepares you for.
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