Practical implementation of dual paraboloid shadow maps

Brian Mark Osman, Mike Bukowski, Chris McEvoy · 2006

In this paper, we present refinements to dual paraboloid shadow mapping algorithm from Brabec, et. al. This work makes the algorithm practical for broader use in video games. We give solutions for the tessellation constraints on shadow casters and receivers present in the original work. We also discuss heuristics for splitting plane placement and pitfalls in filtering.

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