It remains a bummer that it seems like no production game engine has shipped a solution for shadowing area lights, or if they have, nobody has written anything about how to do it
Somewhat related: I think it’s a crying shame that nobody has ever shipped irregular Z-buffers for anything. I cringe every time I see ugly shadow maps.
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I suspect it's been shipped in some form in games and just not in a way that maps directly to it. I can see how it probably ends up being avoided due to the data structure being unfriendly, though...
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Hierarchical Z is an irregular z-buffer if you squint, and we've got those in hardware on many modern chips. Some engines do it in software too (I think both Frostbite and whatever Splinter Cell runs on do it)
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