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Chapter 12. Omnidirectional Shadow Mapping — Philipp S. Gerasimov

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Summary (full chapter read)

Point-light shadows via cube (or dual-paraboloid) shadow maps vs stencil volumes. Dual-paraboloid = 2 passes vs 6 cube faces; filtering/packing tradeoffs. Softening via PCF-like filtering. Works with skinned/tessellated geometry. STALKER later treated omni as six spots for filtering (Gems2 Ch9).

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