What is the state of the art in terms of shadow rendering? My target is OpenGL 3.2, using a deferred rendering pipeline, if that matters.
It's been years since I looked into shadow rendering, and at that time there were numerous techniques available, from stencils to the various shadow mapping methods. At that time, rendering shadows required separate rendering passes, controlled by the CPU. But then recently I saw a demo where a scene was rendered entirely on the GPU, including shadows. I have no idea how that would have been accomplished, or if it is even a reasonable thing to do (beyond a tech demo).
Given the large amount of old info on the internet, I'd like to learn what methods people are using these days, and how much of it can be pushed to the GPU (assuming my target OpenGL version supports it).
Edited by Nairou, 04 May 2013 - 09:45 AM.