Anyone that has worked with shadowmap shadows will have experienced one of the many types of artifacts associated with this technque, most common of which being the dreaded ‘shadow acne’ or self-shadowing artifacts. I recently found myslef writing shadowing code from scratch, which forced me to revisit some of these issues and make some notes on them. Perhaps some of this will become obsolete once raytraced shadows become the norm, but even then some of these notes will be useful.
I’m making this post mainly a reference to future me, but hopefully it will be useful to other people too! There is nothing groundbreaking here, just a close look into shadowmapping, floating pont conversions and shadow bias.