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Khaos Dragon

percentage closest filtering kernels

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First off why are the samples around a shadow buffer texel when we do PCF called a kernel? Secondly my first inclination is that if I were doing 4 samples I could do the corners of the square around the current texel, something like this ( c equals current texel and the x's mark the samples) x x c x x If I were to take 8 samples I might form a complete square around the original. xxx xcx xxx Is this typically the way we want to sample or is it more complex than this? Edit: I have gotten decent results with this approach and my shadows are definitely softened, but just wondering if there is all around best approach for this.

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Stochastic and rotated grid sampling is a better approach. For example, for the 4 samples, it'd be better to use a setup like this:



(ignore the green dots/lines, they're a not-that-great alteration to make 8 samples)

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