Jonathan Blow
Newcomer
MfA said:That sounds rather strange, the perspective projection in PSM type methods is there exactly to distribute samples like that for the ground plane (note the logarithmic progression in the distances). Carmack's method doesnt seem to tackle the problem of the sample distribution not being optimal for other planes any better than PSM (you can use multiple buffers for that, but not in the way he describes) so I dont quite see the point in abondoning it.
I think a lot of people here are thinking in an optimization-oriented way ("how many samples per pixel might you get?", etc), but need to drop that for a second and think about fundamentals.
The most important thing is, "does the technique work, all the time? Can I depend on it?" Cascading shadow maps are rock solid. They just work. PSM can't even dream of being rock solid. It is squishy.
It doesn't matter how many samples per pixel you can get from PSM sometimes. What matters is the basic quality of user experience that you are able to guarantee. PSM gives you very feeble guarantees. It's not worth the algorithmic complexity. Throw it away.
Also, nothing about this technique is about calibrating samples for the ground plane. In my version (and I assume in John C's also), the shadowmap is set up to be orthogonal to the light source. You're setting up the maps to provide resolution based on distance from the viewpoint, regardless of what the ground plane is.