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    • 29-Issue 2
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    Scalable Height Field Self-Shadowing

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    v29i2pp723-731.pdf (789.1Kb)
    Date
    2010
    Author
    Timonen, Ville
    Westerholm, Jan
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    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.
    BibTeX
    @article {10.1111:j.1467-8659.2009.01642.x,
    journal = {Computer Graphics Forum},
    title = {{Scalable Height Field Self-Shadowing}},
    author = {Timonen, Ville and Westerholm, Jan},
    year = {2010},
    publisher = {The Eurographics Association and Blackwell Publishing Ltd},
    ISSN = {1467-8659},
    DOI = {10.1111/j.1467-8659.2009.01642.x}
    }
    URI
    http://dx.doi.org/10.1111/j.1467-8659.2009.01642.x
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    • 29-Issue 2
    • Full Papers 2010 - CGF 29-Issue 2

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