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Shadow mapping


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I'm not really familiar with TSMs, but I know "perspective shadow maps" (http://www9.informatik.uni-erlangen.de/Per...cations/psm.pdf) and "plane optimal shadow maps" (http://cs.harvard.edu/~sjg/papers/lixel.pdf) pretty good. These are pretty similar to TSMs.

They are only usefull in games, because they can't be filtered to get a soft shadow edge. The reason therefore is the irregular sampling of space in the shadow map. I don't know if anybody has implemented filtering for these shadow mapping types already, or even if it would be practical to do.

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