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Chapter 11. Shadow Map Antialiasing — Michael Bunnell & Fabio Pellacini

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Summary (full chapter read)

Classic real-time PCF: cannot prefilter depth; average many depth compares. Simplified 4×4 texel kernel (not REYES stochastic micropolygon region). NVIDIA HW does 2×2 bilinear PCF free; expand to 4×4 via 16 compares. 4-sample dithered subset of the 16 (screen-dependent pattern) ≈ grayscale dither—similar quality, 4× fewer taps. Fixed kernel still helps under magnification because overlapping neighbor filters average. Ancestor of Gems2 Ch17 adaptive branching PCF.

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