Abstract
This paper considers the task of real-time modeling of dynamic terrain shadows based on multilevel ray casting. A technology is proposed, where per-pixel detail controlling of synthesizing shadows as well as checking for intersections of sun rays not only with local maxima of terrain height, but also with local minima, are performed. The methods and algorithms implementing the proposed technology on the GPU are described. The proposed solution allows visualization rate for complex landforms, such as gorges and craters, as well as terrain visualization efficiency in viewports of size, less than source height map, to be increased. The developed technology, methods and algorithms were implemented in a software complex, which approbation confirmed the adequacy of the proposed solution to the task concerned. The results obtained can be applied in virtual environment systems, video simulators, scientific visualization, virtual globes, geo-applications, etc.
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The publication is made within the state task of Federal State Institution “Scientific Research Institute for System Analysis of the Russian Academy of Sciences” on “Carrying out basic scientific researches (47 GP)” on topic no. FNEF-2022-0012 “Virtual environment systems: technologies, methods and algorithms of mathematical modeling and visualization. 0580-2022-0012”.
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Timokhin, P.Y., Mikhaylyuk, M.V. Real-time Modeling of Dynamic Terrain Shadows based on Multilevel Ray Casting. Program Comput Soft 48, 190–198 (2022). https://doi.org/10.1134/S0361768822030100
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DOI: https://doi.org/10.1134/S0361768822030100