   Perspective Shadow Maps Transformation Matrix
  Hi,I''m currently trying to implement the Perspective Shadow Map paper located at http://www-sop.inria.fr/reves/publications/data/2002/SD02/?LANG=gb.I have already implemented the standard shadow map algorithm but I don’t understand how they construct the shadow map matrix.For the moment, I’m trying to do something like that:When rendering the shadow map, set the ModelViewProj matrix to: MV * Proj * ViewLight * ProjLightAnd when rendering the final image, set the texture matrix to: MV * Proj * ViewLight * ProjLight * TextureOffsetWhere: MV is the standard ModelView matrixProj is the standard Projection matrixViewLight is the light view matrix calculated from post-perspective light position? (I have no idea how to calculate this matrix)ProjLigh is the light projection (Is this matrix the same as the light projection matrix I used for the standard shadow map?)TextureOffset is a matrix to take into account the texel/pixel addressing rules of DirectX and to add the bias.Is this correct?Another thing that I don’t understand that is explained in the paper is how a directional light can become a point light and how a point light can become a directional light in post-perspective space? And what is the infinite plane in post-perspective space?I have a lot of trouble to visualize the transformations required to render the shadow map. Any help/comments/suggestions are welcome 