Thanks Rui.  I agree SDSM looks promising -- personally our project will need 
something that can work without compute shader support (we support pre-DX11 
hardware), but I think the SDSM paper claims this is possible.  Look forward to 
seeing what you come up with and hopefully I will be able to get some time to 
work on this too.

Thanks again,
Nathan


Wang Rui wrote:
> Hi Nathan,
> 
> Thanks for the exploration. I'm focusing on some other work so haven't 
> updated the shadow algorithm these time. I myself also don't satisfy with 
> current splitting method, and am considering using SDSM to replace it. SDSM 
> must use computer shaders to compute the light space contributed values and 
> then change distances dynamically according to the different values. Another 
> important update for me is to implement exponent shadow map (ESM), as well as 
> fix more and more bugs I made to the VDSM class. :-)
> 
> 
> Will get back soon and hope you and others could keep in touch and give me 
> more suggestions,
> 
> 
> Thanks,
> 
> 
> Wang Rui
> 


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