This may be related to shadow algorithm. Try to add:
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
or
renderer.shadowMap.type = THREE.PCFShadowMap;
And increase your light source shadowmap size:
<lightSource>.shadow.mapSize.width = 2048;
<lightSource>.shadow.mapSize.height = 2048;
closed helped me
<lightSource>.shadow.bias = -0.0005;