Interactive Horizon Mapping

  • Peter-Pike J. Sloan
  • Michael F. Cohen
Part of the Eurographics book series (EUROGRAPH)


Shadows play an important role in perceiving the shape and texture of an object. While some previous interactive shadowing methods are appropriate for casting shadows on other geometry they can not be applied to bump maps (which contain no explicit geometry.) Horizon Mapping is a technique used to compute shadows for bump-mapped surfaces. We map the technique into modern graphics API’s and extend it to account more accurately for the geometry of the underlying surface. We also use it to represent limited self-shadowing for pure geometry. In mapping the algorithm to hardware, we use a novel method to interpolate orientation in tangent space over the surface. We show results of self-shadowing at frame rates.


Tangent Plane Graphic Hardware Frame Buffer Light Vector Basis Texture Plane 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Nvidia web page.
  2. 2.
    Blinn, J. F. Simulation of wrinkled surfaces. Computer Graphics (Proceedings of SIG-GRAPH 78) 12, 3 (August 1978), 286–292. Held in Atlanta, Georgia.Google Scholar
  3. 3.
    D. McCool, M., and Heidrich, W. Texture shaders. 1999 SIGGRAPH/Eurographics Workshop on Graphics Hardware (August 1999), 117–126. Held in Los Angeles, California.Google Scholar
  4. 4.
    Heidrich, W., Daubert, K., Kautz, J., and Seidel, H.-P. Illuminating micro geometry based on precomputed visibility. Proceedings of SIGGRAP H 2000 (July 2000).Google Scholar
  5. 5.
    Heidrich, W., and Seidel, H.-P. Realistic, Hardware-accelerated shading and lighting. Proceedings of SIGGRAPH99 (August 1999), 171–178. ISBN 0–20148-560–5. Held in Los Angeles, California.Google Scholar
  6. 6.
    Heidrich, W., Westermann, R., Seidel, H.-P., and Ertl, T. Applications of pixel textures in visualization and realistic image synthesis. 1999 ACM Symposium on Interactive 3D Graphics (April 1999), 127–134. ISBN 1–58113-082–1.Google Scholar
  7. 7.
    Max, N. L. Horizon mapping: shadows for bump-mapped surfaces. The Visual Computer 4, 2 (July 1988), 109–117.CrossRefGoogle Scholar
  8. 8.
    Miller, G. Efficient algorithms for local and global accessibility shading. Proceedings of SIGGRAPH94 (July 1994), 319–326. ISBN 0–89791-667–0. Held in Orlando, Florida.Google Scholar
  9. 9.
    Segal, M., Korobkin, C., van Widenfelt, R., Foran, J., and Haeberli, P. E. Fast shadows and lighting effects using texture mapping. Computer Graphics (Proceedings of SIGGRAPH 92) 26, 2 (July 1992), 249–252. ISBN 0–201-51585–7. Held in Chicago, Illinois.Google Scholar
  10. 10.
    Williams, L. Casting curved shadows on curved surfaces. Computer Graphics (Proceedings of SIGGRAPH 78) 12, 3 (August 1978), 270–274. Held in Atlanta, Georgia.Google Scholar
  11. 11.
    Woo, A., Poulin, P., and Fournier, A. A survey of shadow algorithms. IEEE Computer Graphics & Applications 10, 6 (November 1990), 13–32.CrossRefGoogle Scholar
  12. 12.
    Zhang, H. Forward shadow mapping. Eurographics Rendering Workshop 1998 (June 1998), 131–138. ISBN 3–211–83213–0. Held in Vienna, Austria.Google Scholar

Copyright information

© Springer-Verlag Wien 2000

Authors and Affiliations

  • Peter-Pike J. Sloan
    • 1
  • Michael F. Cohen
    • 1
  1. 1.Microsoft ResearchUSA

Personalised recommendations