Deferred Cascaded Shadow Maps

For my next sample I was planning on extending my deferred shadow maps sample to implement cascaded shadow maps.  I got an email asking about how to make the sample look decent with large viewing distances which is exactly the problem CSM’s solve.  So I decided to bump up my plans a little early and get the code up and running.  It’ll be a while before I get the write-up finished, but until then feel free to play around with code (PC and 360 projects included).

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2 comments

  1. I’ve updated the code to support stable cascaded shadow maps (so that the shadows don’t shimmer when the camera moves or rotates). I used the code from the DirectX SDK’s cascaded shadow map sample.

    You can view the changes here (updates the CalculateFrustum function on line 223 in ShadowRenderer.cs): http://pastebin.com/Yn5SVPUP

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