A short video demonstration of my height field shadowing algorithm presented at the Eurographics 2010. For details, refer to http://wili.cc/research/hfshadow/
To the right is the source data for the HDR cube map shown to the left. The cube map acts as a light source for the height field in the center. The height field is of size 1024x1024 (2M polygons), and the lighting environment is of resolution 256x64. Both lighting and geometry are dynamic. This particular set-up is rendered at 24 Hz on an Nvidia GTX 280 GPU.
This method scales linearly in the height field size and in the number of azimuthal sweeps, making it highly efficient for very large height fields and high fidelity lighting environments, providing a unified model for hard and soft-shadowing.
(Impl: CUDA2/OpenGL3/Linux)
I won the 3rd Best Paper award for this work, which was nice..
wilicc 1 year ago