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Currently hill shading in the layered map component is calculated using WebGL and direct light from a point source. This can make it easier to visually see structure/depth maps. However, since it is a single point source it tends to over expose areas facing the light, and obscure details on the non-illuminates sides.
This can be improved by using either one source with finite size, or multisource hill shading. For inspiration and literature, search for multi-directional hillshading and cartography professor Eduard Imhof (1895 – 1986).
The text was updated successfully, but these errors were encountered:
Currently hill shading in the layered map component is calculated using WebGL and direct light from a point source. This can make it easier to visually see structure/depth maps. However, since it is a single point source it tends to over expose areas facing the light, and obscure details on the non-illuminates sides.
This can be improved by using either one source with finite size, or multisource hill shading. For inspiration and literature, search for multi-directional hillshading and cartography professor Eduard Imhof (1895 – 1986).
The text was updated successfully, but these errors were encountered: