   Parallel Split Shadow Maps demo + source
  Since I found absolutely no samples using cascaded/split shadow maps, I decided to whip up this small example based on the paper Parallel-Split Shadow Maps.    Most noticable difference is that rather than picking shadowmaps in the pixel shader, I re-use a single shadowmap by rendering each split seperately.The demo, source code and more info is at http://hax.fi/asko/PSSM.html.Comments are appreciated.   
  Looks like an interesting sample, although it'd be interesting if you included some comparison (images would be nice, but text is sufficient) with other SM techniques - there are so many of them now its difficult to tell which are genuinely useful/better. This might be in the research paper, but the URL http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/ doesn't work for me.This sort of thread really belongs in 'Your Announcements' rather than DX (for API specific questions/discussions); I'd also highly recommend submitting some images to the Image Of The Day, Ravuya's looking after IOTD now and seems to want as many interesting images as possible - and its more exposure for you [wink]Cheers,Jack   ;  Damn, the wrong place after all :)I don't understand why the site isn't working, but I have mirrored the rather large pdf (8.18MB) here: http://hax.fi/asko/shadow_vrcia.pdfPlease try not to drain my bandwidth if the original site works.The paper should explain the advantages. In the demo you can see what standard shadowmapping would look like simply by setting the number of splits to 1. Of course this doesn't reflect the results of using TSM/LiSPSM/etc. but the paper does a good job comparing those.   ;  nice:)I got about 59 fps with 7 splits on low res using a GeForce 7300.it was about 30 - 40 fps with 4 splits on mediumand about 20 fps on high with only 2 splits.I noticed some biasing artifacts but in general it seemed pretty good.I'll probably try implementing this with multiple textures - although I have noticed that the 7300 will do a large number of post-processing passes without breaking in to a sweat so it might be optimal to use a multi-pass technique.that will look great with a skydome