In what is most probably my last Vulkan example for 2017 I have added a cascaded shadow mapping example to my open source Vulkan C++ example repository: One big problem of traditional shadow mapping, esp. with large outdoor scenes is the resolution you get as one single shadow map has to cover the whole camera spectrum. With cascaded shadow maps the frustum is split up into multiple frustums (along scene depth) with each getting it’s own, full-resolution, depth map.