Scalable Height Field Self-Shadowing
Ville Timonen, Jan Westerholm
In Computer Graphics Forum, 29(2), 2010.
Abstract: We present a new method suitable for general purpose graphics processing units to render self-shadows on dynamic height fields under dynamic light environments in real-time. Visibility for each point in the height field is determined as the exact horizon for a set of azimuthal directions in time linear in height field size and the number of directions. The surface is shaded using the horizon information and a high-resolution light environment extracted on-line from a high dynamic range cube map, allowing for detailed extended shadows. The desired accuracy for any geometric content and lighting complexity can be matched by choosing a suitable number of azimuthal directions. Our method is able to represent arbitrary features of both high- and low-frequency, unifying hard and soft shadowing. We achieve 23 fps on 1024x1024 height fields with 64 azimuthal directions under a 256x64 environment lighting on an Nvidia GTX 280 GPU.
Keyword(s): I.3.7 [Computer Graphics]: Computer Graphics—Color, shading, shadowing, and texture
@article{CGF:CGF1642,
author = {Ville Timonen and Jan Westerholm},
title = {Scalable Height Field Self-Shadowing},
journal = {Computer Graphics Forum},
volume = {29},
number = {2},
pages = {723--731},
year = {2010},
}
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