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	<title>Pixels, Too Many.. &#187; Dynamic Branching</title>
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		<title>Pixels, Too Many.. &#187; Dynamic Branching</title>
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		<title>Fast Percentage Closer Filtering on Deferred Cascaded Shadow Maps</title>
		<link>http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/</link>
		<comments>http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/#comments</comments>
		<pubDate>Fri, 21 Sep 2007 08:17:09 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Cascaded Shadow Maps]]></category>
		<category><![CDATA[Deferred Shadowing]]></category>
		<category><![CDATA[Depth Bounds Test]]></category>
		<category><![CDATA[Dynamic Branching]]></category>
		<category><![CDATA[Filtering]]></category>
		<category><![CDATA[Parallel Split Shadow Maps]]></category>
		<category><![CDATA[Percentage Closer Filtering]]></category>
		<category><![CDATA[Shadow Maps]]></category>
		<category><![CDATA[Shadows]]></category>
		<category><![CDATA[Tips&Tricks]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/</guid>
		<description><![CDATA[Here&#8217;s a nice trick for whoever has implemented (as a single pass that operates in screen space) deferred cascaded/parallel split shadow maps on hardware that does not allow to index texture samplers associated with different view space splits.
 One way to address this issue is to store multiple shadow maps (usually one per split) into [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&blog=1589984&post=13&subd=pixelstoomany&ref=&feed=1" />]]></description>
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		<slash:comments>23</slash:comments>
	
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			<media:title type="html">Marco Salvi</media:title>
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