Chapter 12. Omnidirectional Shadow Mapping — Philipp S. Gerasimov
- Source: https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-12-omnidirectional-shadow-mapping
- Note: add-only excerpt; images/code truncated.
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).