Aj. Stewart, FAST HORIZON COMPUTATION AT ALL POINTS OF A TERRAIN WITH VISIBILITY AND SHADING APPLICATIONS, IEEE transactions on visualization and computer graphics, 4(1), 1998, pp. 82-93
A terrain is most often represented with a digital elevation map consi
sting of a set of sample points from the terrain surface. This paper p
resents a fast and practical algorithm to compute the horizon, or skyl
ine, at all sample points of a terrain. The horizons are useful in a n
umber of applications, including the rendering of self-shadowing displ
acement maps, visibility culling for faster flight simulation,and rend
ering of cartographic data. Experimental and theoretical results are p
resented 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.