•After creating a textures for each light’s point of view, wenext render the scene normally
–Using an extra step to find shadowed areas
•In this main render step, we check the pixel’s visibilityfrom each light before applying lighting to it:
–Find the distance from the pixel we’re rendering to the light
–Also find where this pixel would appear in the light’s depth map
–Find the distance stored in the light’s depth map at that point
–If the distance stored in the map is less than the actual distancefrom pixel to light, then something is obscuring the pixel
•The pixel in shadow from this light
–This condition determines whether the pixel gets a diffuse /specular contribution from this light or not
–Repeat for all lights on this pixel