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Cascaded shadow mapping and potential shadow casters

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I'm doing cascaded shadow maps for directional lights and I'm running into angles where shadows are simply cut. I believe this is due to parts of models not being fit inside the frustrums

 

1.. I'm sure this is a common problem but I'm not sure where to start; I assume I need to increase the frustrum sizes if there is an object in the field of view?

 

2. How do you deal with really, really tall objects? Won't the shadowmap resolution gets screwed if you have to fit it into the frustrum?

 

3. How do you deal with objects behind the player which might cast shadows still?

 

EDIT: maybe this fits better in "Graphics programming and theory", if a mod could move it there

Edited by KaiserJohan

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I'm having similiar troubles as you. I think the topic is covered in GPU gems, but that's not much.

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Basically you need all casters that are in view frustum that is extruded to infinity towards light direction. This is k-dop which is just set of planes and you can use these for frustum culling instead of typical 6 frustum planes.

http://nonoptimalrobot.wordpress.com/2012/04/19/shadow-volume-culling/

 

I read the article, but I fail to understand the theory. I also read the http://http.developer.nvidia.com/GPUGems/gpugems_ch15.html, and it seems to touch on the same solution.

 

Any other resources on this or can someone give a simple introductory to the proposed solution?

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