Implement variance map shadows in interiors
Opened this issue · 2 comments
mchaptel commented
Once the maps will have been figured out for exteriors, apply the same logic to the interior shadows.
mchaptel commented
VSM actually have a big issue linked to light bleeding.
A nice simple alternative is ESM, exponential Shadow Maps (as seen in https://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
They only require a simple depth map but can still be filtered/blurred pre sampling. They are a nice improvement and have pretty good definition and stability.
changes here : mchaptel@25ee0a7