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Stable Cascade Shadows

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[url="http://the-witness.net/news/wp-content/gallery/valient-shaderx6-figures/figure_412.png"]http://the-witness.net/news/wp-content/gallery/valient-shaderx6-figures/figure_412.png[/url]

I saw this image and I currently have CSM implemented in my SlimDx project. However, when the camera roates, you notices the shadows move slightly. I'm not talking about the jagged edges that swim. I was hoping someone could explain more of the process about using bounding spheres for stabling CSM.

Thanks in advance.

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To remove the edge shimmering you can follow this [url="http://msdn.microsoft.com/en-us/library/ee416324(v=vs.85).aspx"]article[/url] scroll down to the section "Moving the Light in Texel-Sized Increments" and also [url="http://www.gamedev.net/topic/591684-xna-40---shimmering-shadow-maps/"]this topic[/url] (read the second MJP post and you should be able to fix it!). Edited by TiagoCosta

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The image is from ShaderX6, if you're interested. The basic idea is that for each cascade, you partition the viewing frustum using a depth range and then build the 8 corners around the slice of the frustum representing that particular partition. Normally you build a light-space AABB around those corners to get a tight fit, but with stable CSM you use a bounding sphere instead (which you can actually do in world space instead of light space, since it doesn't matter for a sphere). Then you also do a little math to round off the translation of each partition, so that they only move in texel-sized increments.

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