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Render: Tight projection matrix for shadows #95

@eprikazchikov

Description

@eprikazchikov

Is your feature request related to a problem? Please describe.

At the moment PSSM using fixed split distances for splits. This method is ignoring the scene itself. Only far and near planes of a camera brings the value. In this case, depth buffer for shadows doesn't utilize efficiently.

Describe the solution you'd like

It would be a good field to optimize, scale the separated AABB given the objects of the scene.

Describe alternatives you've considered

This is not a necessary improvement.

Additional context

https://docs.microsoft.com/ru-ru/windows/desktop/DxTechArts/common-techniques-to-improve-shadow-depth-maps

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