I am reading about 'translucency map' in crytek and related presentations, but I am not able to understand the concept. It is related to casting translucent shadows from things like particles to use along with a shadowmap. The slides is: http://www.crytek.com/download/Playing%20with%20Real-Time%20Shadows.pdf. The part is titled 'Shadows & Transparency'. I reproduce the information below:
"
For alpha blended shadow receivers
Forward passes to apply shadows
For transparent shadow casters(e.g. hair, smoke) we accumulate alpha values of the casters
Stored in a 8-bit render target
Translucency map generation:
Depth testing using depth buffer from a regular opaque shadow map to avoid back projection/leaking
Transparency alpha is accumulated only for objects that are not in “opaque” shadows
Alpha blended shadow generation pass to accumulate translucency alpha (sorted back to front)
In case of cascaded shadow maps, generate translucency map for each cascade
Shadow terms from shadow map and translucency map are both combined during deferred shadow passes with max() operation
"
I interpret this to mean you render/accumulate the alpha into the render target from the lights view using the shadowmap depth to fail occluded parts of the translucent shadow caster. Is anything written into the shadowmap from the alpha occluders? Then last line is talking about when you read the shadowmap, I think, and says that the max should be taken, but I do not understand why that would be useful and what the result is used for?
If anyone could help me to understand this concept would be appreciated. I have already implement shadowmaps in OpenGL/GLSL in deferred renderer for context. Thanks.