Visibility from the light, and the artifacts of every way of caching it.
Colour is the family; a dashed line is the second member of it.
Extrudes silhouette edges away from the light and uses the stencil buffer to count entries and exits. Geometrically exact, with no resolution artifac… · 1977
Renders depth from the light's point of view, then compares each shaded point against it. Image-based, so cost is independent of geometric complexity… · 1978
Takes several depth comparisons across the shadow map footprint and averages the binary results. Filtering the comparisons rather than the depths is… · 1987
Searches for blockers first and sizes the PCF kernel by how far away they are, so shadows sharpen near contact and soften with distance. · 2005
Stores depth and squared depth so that Chebyshev's inequality bounds the occluded fraction. The map becomes linearly filterable, so it can be blurred… · 2006
Keeps four moments of the depth distribution rather than two, which tightens the bound enough to suppress the light leaking that two moments cannot r… · 2015
Splits the view frustum by depth and gives each slice its own shadow map, so texel density roughly tracks screen-space size instead of being wasted o…
Traces a ray toward the light per shaded point. No resolution, bias or cascade artifacts at all, replaced by sampling noise and a per-pixel tracing c…