some method to compress shadow map
BC4 & RGTC
gpu compression texture format
compression ratio: 0.5
Sparse Shadow Tree
use many planes to fit shadow map
plane fit:
least squireS
depth plane function ax + by + c = depth
a = depth - (c - by)/x
a = sum(x_i * x_i)/sum(x_i * z_i) b = sum(y_i * y_i)/sum(y_i * z_i)