Scalable Height Field Self‐Shadowing

Ville Timonen, Jan Westerholm · Computer Graphics Forum · 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 1024×1024 height fields with 64 azimuthal directions under a 256×64 environment lighting on an Nvidia GTX 280 GPU.

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