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this such as perspective shadow mapping. Illustration 2: Shadow Mapping Pipeline References: Williams, L. 1978. Casting Curved Shadows on Curved Surfaces. In Computer Graphics (Proceedings of SIGGRAPH 1978), Vol. 12, 39–42. http://www.paulsprojects.net/tutorials/smt/smt.html 5.2.2 Variance Shadow Mapping (VSM) An improvement to the shadow mapping algorithm where a second depth buffer is used to store additional data which can be used to more accurately filter the projected shadow: reducing the amount of aliasing. References: Donnelly, W. 2002. Variance Shadow Maps. In Computer Graphics (Proceedings of I3D 2006), 161–165 5.2.3 Shadow Volumes (Stencil Shadows) This technique is more computationally expensive because of the calculation of the shadow volume however this should be lessened by the simplicity of the geometry in the game. This technique yields more crisp shadows than either VSM or Shadow Mapping. Shadow volumes are the most optimal technique as it allow for clean shadows that can be implemented in the RSX chip. References: Carmack, J. 2000. Carmack on Shadow Volumes. Personal correspondence between Mark Kilgard and John Carmack. Crow, F. C. 1977. Shadow Algorithms for Computer Graphics. In Computer Graphics (Proceedings of SIGGRAPH 77), Vol. 11, 242–248.