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
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oh, the way they choose sample points is very clever!
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And what’s really cool about it is that it can theoretically improve performance because it doesn’t render any objects that aren’t in view of the camera into the shadow map, whereas CSMs or whatnot waste time rendering things visible from the light but not the camera
End of conversation
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