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Creates a shadow band, with output 1 where pixels are illumunated and 0 where they are shadowed. Takes as input an elevation band, azimuth and zenith of the light source in degrees, a neighborhood size, and whether or not to apply hysteresis when a shadow appears. Currently, this algorithm only works for Mercator projections, in which light rays are parallel.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2023-10-06 UTC."],[[["Calculates shadowing on terrain based on elevation, light source direction, and neighborhood size, outputting a binary image (1 for illuminated, 0 for shadowed)."],["Takes an elevation image as input, along with azimuth and zenith angles of the light source, and optional parameters for neighborhood size and hysteresis."],["Assumes a Mercator projection where light rays are parallel and currently only supports this projection."],["Offers control over shadow detection accuracy with neighborhood size and hysteresis for potential trade-offs between physical accuracy and visual quality."]]],[]]