ShootMyMonkey
Veteran
Warping has loads of problems due to fundamental flaw of linear interpolation in screen space (unless we're still talking about loads of subpixel polygons). Partitioning and cascading has its share of problems especially as you cross boundaries, and in my experience, these problems are massively magnified as detail levels go up within the scene. It's harmless when there is geometry for geometry's sake, but when when geometric density is actually used purposefully, any type of shadowmap is not a very good source to look at for the "gospel" rendering of the distance from the light. And this is partly because quality filtering of images is just not a strong suit of GPUs -- I don't mean this in the sense that they lack in power, but that they do stuff which is just plain wrong.With modern techniques like frustum/face partitioning and warping as well as some sort of nice filtering (PCF with proper filter regions, VSM, CSM, etc), and especially with shadow MSAA (VSM/CSM) it's not terribly difficult to get sub-camera-pixel accuracy with shadow maps, at which point you're already doing better than ray-traced shadows. This is particularly true if you're doing an "equal cost" comparison in which you could easily afford 4 or more 2048^2 shadow map partitions at the same cost as even the fastest GPU/Cell/CPU packet raytracer.
And while VSM-type methods with shadow MSAA are nice for hiding shadow aliasing problems and theoretically look good on their own, in dense geometry situations you end up with quite a bit of loss of self-shadowing detail (numerically no more than you'd lose anyway, but it looks more obvious in certain cases). The only remedies are a host of cheats many of which defeat the purpose of having VSMs in the first place.
I haven't seen anything that can tell me shadow maps can do anything and everything right -- just that we can keep grinding on it until we've gotten somewhere that can fool most people most of the time or that it can serve as a very good oracle to speed up something more exhaustive... whereas shooting rays is basically the exhaustive solution.
Updating 4-8 lights per frame is equivalent to saying that it may take a few clicks for the indirect lighting to really catch up to a scene change. But then, that cathedral scene has been used as a test for many interactive GI papers, and I don't get the impression that 256 lights was enough for that one. Maybe they're just showing the scene with a much weaker lightsource than other people have demonstrated with. I was more impressed by the results they got in the "Maze" scene. Seems they kind of hit a sweet spot there, and it kind of makes sense that they would.I dunno, I thought the cathedral example was pretty compelling on that front and had no noticeable GI artifacts, even with only 4-8 shadow maps updated per frame. Again with an equal-cost comparison you could easily be doing literally thousands of lights for the cost of photon mapping or similar, and at that point I don't think you'd have too much trouble with scene complexity.