Fast Planetary Shadows using Fourier-Compressed Horizon Maps

dc.contributor.authorFritsch, Jonathanen_US
dc.contributor.authorSchneegans, Simonen_US
dc.contributor.authorFriederichs, Fabianen_US
dc.contributor.authorFlatken, Markusen_US
dc.contributor.authorEisemann, Martinen_US
dc.contributor.authorGerndt, Andreasen_US
dc.contributor.editorKnoll, Aaronen_US
dc.contributor.editorPeters, Christophen_US
dc.date.accessioned2025-06-20T07:26:39Z
dc.date.available2025-06-20T07:26:39Z
dc.date.issued2025
dc.description.abstractShadows 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.en_US
dc.description.sectionheadersReal-Time Rendering
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.identifier.doi10.2312/hpg.20251171
dc.identifier.isbn978-3-03868-291-2
dc.identifier.issn2079-8687
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/hpg.20251171
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/hpg20251171
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Rendering
dc.subjectComputing methodologies → Rendering
dc.titleFast Planetary Shadows using Fourier-Compressed Horizon Mapsen_US
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