
126 4. Soft Shadows
Fi gure 4.26. 3D perspective grid to store visible pixels. ©2009 ACM, Inc. Included here by
permission [276].
overlap situation, but may likely need more computation time due to the need for
128 samples per visible pixel—this can turn into an advantage with temporal jitter-
ing to account for motion blur.
Both approaches currently do not provide real-time performance in general,
but remain an interesting approach for further research.
Fitted Virtual Shadow Depth Maps
Shen et al. [522] use a variation of tted virtual shadow depth maps (Sec-
tion 2.3.7) and percentage-closer so shadows (PCSS—see Section 4.5.1). First
a low-resolution ...