I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. Mostly to cast volumetric shadows with spot lights.
@froyok The math would take some thought but it might be possible to sample the vertical and horizontally squished versions at render time, do the threshold, and skip the larger intermediate texture entirely Then the shadows would have fewer artifacts and the overall memory bandwidth used should be smaller.
(this feels like the kind of idea that one of the elder graphics people will chime in and be able to point out some prior art and improvements from 25 years ago)