Vincent Prat has been porting his Kourjet Rendering Engine from Direct3D9 to Direct3D10, and took the opportunity to refactor some of the shadow map rendering code.  In the process, he decided to write up three new algorithms available with Direct3d10 and share them in a new article on GameDev.net.

One of the things I wanted to improve was the rendering of point light shadow maps. In Direct3D9, you do not have much choice in rendering a cube map. The limitations of the API only allow rendering the six faces of the cube map in six distinct passes. However, new features in Direct3D10, such as geometry shaders and improvements to geometry instancing allow you to implement alternative algorithms for rendering cube maps in a single pass. This article will present three such algorithms and discuss their drawbacks and advantages.

via GameDev.net — Cube Map Rendering Techniques for Direct3D10.