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dc.contributor.authorTimonen, Villeen_US
dc.contributor.authorWesterholm, Janen_US
dc.date.accessioned2015-02-23T16:42:54Z
dc.date.available2015-02-23T16:42:54Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01642.xen_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleScalable Height Field Self-Shadowingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01642.xen_US
dc.identifier.pages723-731en_US


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