**Introduction**

This was the starting point in a quite extreme case:

**Fixing a couple of problems**

As first step I have fixed 2 problems:

1) the self-shadow problem in 2 triangles with a glancing angle with the light source (i.e. see the noise due to some self-intersection of shadow rays);

2) the horrible bounce back of light intensity on the edge.

and the result is:

Note: the black triangles on the edge are unavoidable, their geometric normal points away from the light source so there is no way to fix them aside increasing tessellation and/or using softer shadows (due to a larger light source, etc.).

**"Taming the Shadow Terminator" ... when using bump/normal mapping**

This is another test:

Now look what happen if I add bump mapping:

Lights magically appears from no where and start to illuminate also over the shadow termination. This is what

*"Taming the Shadow Terminator"*

by Matt Jen-Yuan Chiang, Yining Karl Li and Brent Burley

by Matt Jen-Yuan Chiang, Yining Karl Li and Brent Burley

https://www.yiningkarlli.com/projects/s ... nator.html

can fix. This is the same rendering using the shadow terminator avoidance factor described in the paper:

Better, now the renderings with and without bump mapping match each other.

P.S. this code is not part of beta3 but only available in daily builds.