Hi all,

i am working close to the author of the shaderX and gpu gems cascade , resp.
parallel split shadow map. we are looking for next step of shadow technique,
what idea do you have we should do for next. or what open problem do you
have with all of the current shadow map technics, may we can help to get
soon  new and better shadow implementation than the PSSM. what are the most
important bug, problem, ... we have to solve for you. may we can work out a
nice shadowing technics more robust, faster and better.

we are open for new ideas, even for caching (history buffer), pixel correct
shadow maps. and so on.

regards
adrian

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Adrian Egli
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