Deep shadow maps on OpenGL?

Do you know of articles discussing ways to implement the creation (and use) of deep shadow maps on OpenGL?

I know it’s an expensive operation, and I’ll guess its creation will require depth peeling, but anyway I’m interested in reading articles that study how to use OpenGL to accelerate DSMs.

Yes, I googled for it, but didn’t find too much OpenGL-related stuff. I guess I didn’t use the right keywords, as I suppose some people must have worked on this.