area.Bottom: the same map with sun shading.
Shaded relief, or hill-shading, shows the shape of the terrain in a realistic fashion by showing how the three-dimensional surface would be illuminated from a point light source. The
shadows normally follow the convention of
top-left lighting in which the light source is placed near the upper-left corner of the map. If the map is
oriented with north at the top, the result is that the light appears to come from the north-west. Although this is unrealistic lighting in the northern hemisphere, using a southern light source can cause
multistable perception illusions, in which the topography appears inverted. Shaded relief was traditionally drawn with
charcoal,
airbrush and other artist's media. The Swiss cartographer
Eduard Imhof is widely regarded as a master of manual hill-shading technique and theory. Shaded relief is today almost exclusively computer-generated from
digital elevation models (DEM). The mathematical basis of
analytical hillshading is to calculate the
surface normal at each location, then calculate the angle between that vector and the vector pointing to the illumination using the
Dot product; the smaller that angle, the more illumination that location is receiving. However, most software implementations use algorithms that shorten those calculations. This tool is available in a variety of GIS and graphics software, including
Photoshop,
QGIS,
GRASS GIS or
ArcMap's Spatial Analyst extension. While these relatively simple tools have made shaded relief almost ubiquitous in maps, many cartographers have been unhappy with the product, and have developed techniques to improve its appearance, including the following:
Illuminated shading Imhof's contributions included a multi-color approach to shading, with purples in valleys and yellows on peaks, which is known as "illuminated shading." Illuminating the sides of the terrain facing the light source with yellow colors provides greater realism (since direct sunlight is more yellow, and ambient light is more blue), enhances the sense of the three-dimensional nature of the terrain, and make the map more aesthetically pleasing and artistic-looking. Much work has been done in digitally recreating the work of
Eduard Imhof, which has been fairly successful in some cases.
Multi-directional shading ,
Utah, showing the effect of multi-directional hillshading. Left: one light source, standard northwest azimuth; Middle: average of two light sources, northwest + vertical; Right: average of 32 light sources from all directions but concentrated in the northwest, each with shadows added. Note the decreasing starkness, increasing realism, and increasing clarity of cliffs, canyons, and mountains in this area of over 1,000 m of local relief. A common criticism of computer-generated analytical hillshading is its stark, artificial look, in which slopes facing the light are solid white, and slopes facing away are solid black. Raisz called it "plastic shading," and others have said it looks like a moonscape. and custom software tools to imitate natural lighting using up to hundreds of individual sources. This technique has been found to be most effective for very rugged terrain at medium scales of 1:30,000 to 1:1,000,000.
Texture/bump mapping ,
Oregon, using texture mapping to subtly indicate vegetation cover It is possible to make the terrain look more realistic by imitating the three-dimensional look of not only the bare land surface, but also the features covering that land surface, such as buildings and plants. Texture mapping or bump mapping is a technique adapted from
Computer graphics that adds a layer of shaded texture to the shaded surface relief that imitates the look of the local land cover. This texture can be generated in several ways: •
Texture substitution: Copying, abstracting, and merging
remote sensing imagery of land cover. •
Texture generation: Creating a simulated land cover elevation layer in GIS, such as a random scattering of "trees," then generating a shaded relief of this. •
Elevation measurement: Using fine resolution remote sensing techniques, especially
Lidar and
drones, to directly or indirectly (through
Photogrammetry) measure the height and or shape of land cover features, and shade that elevation surface. This technique is most useful at producing realistic maps at relatively large scales, 1:5,000 to 1:50,000.
Resolution mixing or bumping and
Salmon River,
Montana/
Idaho. Left: 200 m resolution shaded relief, middle: shaded relief after 7000 m smoothing filter, right: 65%/35% mix. The original image looks uniformly rugged, while the one on the right emphasizes the larger mountains and canyons. One challenge with shaded relief, especially at small scales (1:500,000 or less), is that the technique is very good at visualizing local (high-frequency) relief, but may not effectively show larger features. For example, a rugged area of hills and valleys will show as much or more variation than a large, smooth mountain. Resolution bumping is a hybrid technique developed by
NPS cartographer Tom Patterson to mitigate this problem. A fine-resolution DEM is averaged with a heavily smoothed version (i.e., significantly coarser resolution). When the hillshading algorithm is applied to this, it has the effect of blending the fine details of the original terrain model with the broader features brought out by the smoothed model. This technique works best at small scales and in regions that are consistently rugged. ==Oblique view==