Calculates Ambient Occlusion Shadow Map

ambient_shade(heightmap, anglebreaks = seq(1, 46, 15), sunbreaks = 12, maxsearch = 20, multicore = FALSE, zscale = 1, cache_mask = NULL, shadow_cache = NULL, progbar = interactive(), ...)

heightmap | A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
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anglebreaks | The angle(s), in degrees, as measured from the horizon from which the light originates. |

sunbreaks | Default 12. Number of rays to be sent out in a circle, evenly spaced, around the point being tested. |

maxsearch | Default `20`. The maximum horizontal distance that the system should propogate rays to check for surface intersections. |

multicore | Default FALSE. If TRUE, multiple cores will be used to compute the shadow matrix. By default, this uses all cores available, unless the user has set `options("cores")` in which the multicore option will only use that many cores. |

zscale | Default 1. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. |

cache_mask | Default `NULL`. A matrix of 1 and 0s, indicating which points on which the raytracer will operate. |

shadow_cache | Default `NULL`. The shadow matrix to be updated at the points defined by the argument `cache_mask`. |

progbar | Default `TRUE` if interactive, `FALSE` otherwise. If `FALSE`, turns off progress bar. |

... | Additional arguments to pass to the `makeCluster` function when `multicore=TRUE`. |

Shaded texture map.

#Here we produce a ambient occlusion map of the `montereybay` elevation map.#We can increase the distance to look for surface intersections `maxsearch` #and the density of rays sent out around the point `sunbreaks`.