|Session Name||Advanced Geometrically Correct Shadows for Modern Game Engines (presented by NVIDIA)|
|Track / Format||Programming|
This session will describe a new technique that interpolates between geometrically correct hard shadows and percentage closer soft shadows. Find out how the most common problems of aliasing, peter-panning, acne, and overlapping blockers are solved with this new approach. Plus, we'll cover the practical implications of how this fits into modern game engines.