dc.contributor.author | Timonen, Ville | en_US |
dc.contributor.author | Westerholm, Jan | en_US |
dc.date.accessioned | 2015-02-23T16:42:54Z | |
dc.date.available | 2015-02-23T16:42:54Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2009.01642.x | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Scalable Height Field Self-Shadowing | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2009.01642.x | en_US |
dc.identifier.pages | 723-731 | en_US |