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shadow maps

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To build the shadow map, the scene is rendered from the light's perspective, and the normalized depth values are stored. But, with floating point render targets, why not just store the 3D euclidean distance from the pixel to the light source in world space. Then do the depth comparison in world space for shadow mapping.

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Moved to GP&T for further discussion

There are a large number of shadow mapping algorithms. Decisions like this can be one of the variations between algorithms and may have various trade-offs in performance/accuracy etc...

Which SM algorithm are you implementing? Have you read papers on other shadowing techniques?

Jack

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