The screen shot is to demonstrate my PSSM implementation in directx10. The idea came from the GPU Gems 3 Article and can be found on NVIDIA's developer site. This implementation uses the cloning method described in the article. I tried using CSM but had to fight alot with "shimering" on what seemed to be the frustum edges. With PSSM a crop matrix is used for each split instead of a separate projection matrix for each split so the scene is more constant from the light's field of view.
The models are from 3drt.com.