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We're gonna need shadowmapping. The indirect specular and diffuse likely won't be fast enough if we raytrace their shadows, especially as scene complexity increases. Using a shadowmap for shadows in indirect diffuse and specular will likely provide a significant speed boost and likely be difficult to notice
Will likely need area light shadow filtering for long, thin lights like overhead florescents, but for other types of area lights the difference won't be enough for most people to notice
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