quote:Original post by Soiled
It would be very interesting to see a comparison of TSM with fixed-up PSM. I''ve asked the authors to contribute to this discussion and post a link to the TSM pdf (which AFAIK makes a comparison with the original PSM). I''ve discussed, with the authors, what I see as a potential problem with TSM in some situations with using the vertex shader (it''s the perspective-correction issue mentioned on page 1 of this thread).
What did they say about perspective-correction issue?
Changing that ''80% rule'' to something like 95% gives even more perspective correction.
However quality of the TSM, like PSM, converges to the regular shadow map quality as the view direction gets more parallel to the light direction.
So it''s not really a generic solution, just a special case one, like the PSM?
I''ve been thinking a lot about this problem, and I think that the only true way of solving this would be to separate shadow map to 3-4 subsets and then apply the TSM?