
248 IV Shadows
Figure 2.4. Variable penumbra by applying contrast based on the distance from receiver
to caster.
2.5 Failure Case
The algorithm works best in large, relatively flat worlds. This is because the
technique relies on the premise that shadow-casters are usually disjoint (i.e., not
connected) when viewed in light space. There are cases where casters will overlap
in shadow-map space with a receiver in-between. In these cases, the receiving
surface will receive a blocky shadow from the caster that is overlapping with
a more distant caster in light space. Generally these cases are very rare and
hence these issues were ignored in games that shipp ...