capping shadow volumes

i’m trying to put the carmack’s reversed shadow volume algorithm working on my engine put i’ve got a problem concerning the self-shadowing of the object since i don’t now how the capping works and how it should be done.

for now, the objects only do correct self-shadowing in some perspectives.

one more thing, can any one tell me where can i download the “robust shadow volumes” paper from Nvidia from other site than Nvidia’s because i’m having some troubles downloading papers from that site.

I’ve written a very detailed article about all of this for Gamasutra: