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In-Depth Information on Filtering Reflective Shadow Maps

My implementation of A small experiment of The usual RSM is first dithered using Cranley-Patterson rotation with a per-pixel dither mask (blue noise here), then RSM, but with good sampling and a spatiotemporal

Here you can see the results of a naive implementation of RSM in Castor3D, for a directional light, in Crytec's Sponza scene You ...

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