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
I don’t see how that meaningfully differs from traditional cascaded shadow maps, unless we’re talking about different things? My point is that hierarchical Z is inexact, while irregular Z is exact.
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hi-z is exact if you take all the layers, and inexact if you don't. the inexactness is used for early culling and tests. if you have direct access to the layers you can do clever things with it
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it's definitely not the ideal implementation they describe and it's only screen-space, so it doesn't solve the same problem - but in practice it does give you per-pixel level accuracy without needing to store every pixel.
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