
Gamedev, originally a hat-juggling indie dork but now increasingly specialized in graphics programming. Day job working on surgical simulators, night job crafting artisinal Posts
avatar is by @softmode
ooh yeah I've read this. Haven't dug into it enough to actually understand how the tiled shit works but it's insanely cool
been a while since I read it, but IIRC it doesn't actually talk about the shadow-filtering stuff I was speculating about on twitter. I think it mostly confirmed my guess that it's just regular PCSS with a huge radius
the paper's mostly concerned with how they generate the shadowmaps, with a ton of cool/novel work (no shadow cascades! fuck shadow cascades!). Once the maps are drawn, they could use any existing filtering technique, so the paper mostly skips that part