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).
Comments:
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
#### [Garold](http://cloneofduty.com "gruddo@gmail.com") -
Thanks,just what I needed! Presentations, GDC Powerpoints and suchlike only help so far.:)