Fast Planetary Shadows using Fourier-Compressed Horizon Maps

Abstract
Shadows on large-scale terrains are important for many applications, including video games and scientific visualization. Yet real-time rendering of realistic soft shadows at planetary scale is a challenging task. Notably, many shadowing algorithms require keeping significant amounts of extra terrain geometry in memory to account for out-of-frustum occluders. We present Fourier-Compressed Horizon Mapping, an enhancement of the horizon mapping algorithm which is able to circumvent this requirement and render shadows in a single render pass. For a given digital elevation model, we create a compact representation of each pixel's horizon profile and use it to render soft shadows at runtime. This representation is based on a truncated Fourier series stored in a multi-resolution texture pyramid and can be encoded in a single four-channel 32 bit floating point texture. This makes this approach especially suitable for applications using a level-of-detail system for terrain rendering. By using a compact representation in frequency space, compressed horizon mapping consistently creates more accurate shadows compared to traditional horizon maps of the same memory footprint, while still running well at real-time frame rates.
Description

CCS Concepts: Computing methodologies → Rendering

        
@inproceedings{
10.2312:hpg.20251171
, booktitle = {
High-Performance Graphics - Symposium Papers
}, editor = {
Knoll, Aaron
and
Peters, Christoph
}, title = {{
Fast Planetary Shadows using Fourier-Compressed Horizon Maps
}}, author = {
Fritsch, Jonathan
and
Schneegans, Simon
and
Friederichs, Fabian
and
Flatken, Markus
and
Eisemann, Martin
and
Gerndt, Andreas
}, year = {
2025
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8687
}, ISBN = {
978-3-03868-291-2
}, DOI = {
10.2312/hpg.20251171
} }
Citation