Computational geometry: an introduction
Computational geometry: an introduction
The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Shadows for bump-mapped surfaces
Proceedings of Computer Graphics Tokyo '86 on Advanced Computer Graphics
Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Visibility problems for polyhedral terrains
Journal of Symbolic Computation
Three dimensional Terrain modeling and display for environmental assessment
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Finding the upper envelope of n line segments in O(n log n) time
Information Processing Letters
Introduction to algorithms
Computational geometry in C
On levels of detail in terrains
Proceedings of the eleventh annual symposium on Computational geometry
Toward Accurate Recovery of Shape from Shading Under Diffuse Lighting
IEEE Transactions on Pattern Analysis and Machine Intelligence
Spatial Transformations for Rapid Scan-Line Surface Shadowing
IEEE Computer Graphics and Applications
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hierarchical triangulation using terrain features
VIS '90 Proceedings of the 1st conference on Visualization '90
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Visibility preserving terrain simplification: an experimental study
Proceedings of the eighteenth annual symposium on Computational geometry
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Visibility preserving terrain simplification: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 18th annual symposium on computational geometrySoCG2002
A robust dynamic programming algorithm to extract skyline in images for navigation
Pattern Recognition Letters
Fast Insolation Computation in Large Territories
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part I: ICCS 2007
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
Optimal placement of UV-based communications relay nodes
Journal of Global Optimization
Efficient viewshed computation on terrain in external memory
Geoinformatica
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Interactive rendering of trees with shading and shadows
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
A point-based approach for capture, display and illustration of very complex archeological artefacts
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Interactive remote exploration of massive cityscapes
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
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A terrain is most often represented with a digital elevation map consisting of a set of sample points from the terrain surface. This paper presents a fast and practical algorithm to compute the horizon, or skyline, at all sample points of a terrain. The horizons are useful in a number of applications, including the rendering of self-shadowing displacement maps, visibility culling for faster flight simulation, and rendering of cartographic data. Experimental and theoretical results are presented which show that the algorithm is more accurate that previous algorithms and is faster than previous algorithms in terrains of more than 100,000 sample points.