
4.9. Trends and Analysis 141
so shadows. us, due to reduction of code maintenance and consistent user
expectations, the tendency is to oer rendering solutions of the same type in both
hard and so shadows. For example, one may prefer to oer some shadow depth
map variation in both hard and so shadows instead of shadow volumes for so
shadows and shadow depth maps for hard shadows. We mention this because the
choice of a so shadow rendering solution could be dictated by both hard and
so shadow choices. e same can be said for considerations for semitransparent
shadows, motion blur, and atmospheric shadows, which are discussed in the next
chapter ...