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What Shadow mapping techniques do engines use?

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I thought I posted this... but apparently not.

 

I'm honestly curious about how engines go about implementing shadow maps. From all the papers and techniques I read, it seems like there isn't a onesize fits all schema. Like they can only address one specific type of light. Is this true?

 

And if so, does that mean that engines use a mixture of techniques?

Like Cube maps for point lights.

Shadow Volumes for directional lights.

Cascades for Directional Lights.

etc.. etc...

And what are some of the popular techniques?

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