[Gdal-dev] RE: shaded relief utility (DIY)
jluis
jluis at ualg.pt
Tue Dec 13 16:54:32 EST 2005
Thanks Lennox,
Looks very promising
Joaquim Luis
Lennox Antoine wrote:
> How about the regular gaming approach of generating shadows by shooting
> light rays.
>
> http://www.vterrain.org/Performance/lighting.html
> http://www.gamedev.net/reference/articles/article1817.asp
>
> Of course you would have to modify it not to store the entire thing in
> memory, but what I would suggest is downsampling your dem to about
> 2Kx2K, doing the line of sight generation in memory and then
> interpolating the shadow value when applying to the raster. I did this
> once using quadtrees to speed up the calculation. I had it working
> almost realtime (for realtime shadows), but never followed it up.
> Unfortunately it was almost 4 years ago so the code is lost by now.
> Theory is still the same though. Calculate a one time quadtree for your
> heightfield which you can do in almost linear time, then use that to
> speed up the ray bounding box attemts.
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