Original Post
Shadowmapping is fast and simple, it can cast shadows on everything (including self shadowing), it can be used to create soft shadows (by using multiple point lights) and still remain fast. But it has one big flaw: aliasing. But I came up with a way to solve it while using as low shadowmap resolutions as 64x64. All you need to do with the shadowmap is: 1. Anti-alias it 2. Blur it using gaussian blur with a very small radius 3. Use texture filtering All that can be done using fragment shaders, and since the resolution and the amount of blur is very small, there's a very little number of fragments to process so it should be fast. Here's an example of the results of such filtering.
The square was 32x32 before it was scaled. No aliasing appears. Altough it wasn't supposed to have smooth edges, we can use that to our adventage too when using multiple point lights to create soft shadows! The smooth edges will make the transition between one shadow to another smooth!
The square was 32x32 before it was scaled. No aliasing appears. Altough it wasn't supposed to have smooth edges, we can use that to our adventage too when using multiple point lights to create soft shadows! The smooth edges will make the transition between one shadow to another smooth!