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How to Solve Dual Paraboloid Variance Shadow Mapping Artifacts

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Hi guys, I'm doing a custom 3D renderer using OpenGL and C++ and right now I'm implementing shadows. For instance, my first attempt of implementing shadows was common shadow mapping with PCF but applying PCF to a cube texture map generates some artifacts and I was looking to some alternatives. Because of this, I stumbled upon Dual Paraboloid environment mapping and read that it could be used with variance shadow mapping since it generates two textures each covering a 180 degree spectrum. So, after reading a lot I implemented the algorithm but there are some artifacts that shouldn …


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