Monthly Archives: February 2012
Just finished the cascaded shadow map support. It uses the technique described in NVidia’s CSM paper. The original method gives somewhat flickering shadow edges so I have added some reduction technique described in a talk about Frostbite. To make it more smooth, I have added 3×3 PCF filtering. There is a short video with the results:
After some struggling with frustum and light projection matrix calculation, CSM is finally working in the engine. There are four splits, parallel light projection and dynamic bounding frustum calculation. The technique is basically the same as described in the NVidia’s article.
There is still some annoying bug with frustum culling in the shadow map render code, thus, the shadows are leaking sometimes. But performs quite good after all.
Here are some pictures of the results.