Chapter 14. Perspective Shadow Maps: Care and Feeding — Simon Kozlov
- Source: https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-14-perspective-shadow-maps-care-and-feeding
- Note: add-only excerpt; images/code truncated.
Summary (full chapter read)
Practical PSM (Stamminger–Drettakis): shadow map in post-projective space so near geometry gets more texel density. Fixes for original paper: virtual camera when light behind viewer (quality hit); light-position sensitivity; non-uniform bias (constant bias fails). Focus directional lights; filtering/blur tips. Historical step toward cascading / light-space perspective (LiSPSM) / PSSM (Gems3 Ch10).