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We evaluate several shadow map algorithms based on warping and partitioning using the maximum perspective aliasing error over the entire view frustum. With respect to our error metric, we show that a range of warping parameters corresponding to several previous warping algorithms have the same error. We also analyze several partitioning schemes to determine which produces the least maximum error using the least number of partitions. Finally, we show how warping and partitioning can be combined for interactive rendering of low error shadows in scenes with a high depth range.