The design and analysis of spatial data structures
The design and analysis of spatial data structures
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Accelerating the ray tracing of height fields
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Interactive image-space refraction of nearby geometry
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time soft shadow mapping by backprojection
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Accurate and efficient rendering of detail using directional distance maps
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper presents a GPU-based, fast, and accurate dynamic height field rendering technique that scales well to large scale height fields. Current real-time rendering algorithms for dynamic height fields employ approximate ray-height field intersection methods, whereas accurate algorithms require pre-computation in the order of seconds to minutes and are thus not suitable for dynamic height field rendering. We alleviate this problem by using maximum mipmaps, a hierarchical data structure supporting accurate and efficient rendering while simultaneously lowering the pre-computation costs to negligible levels. Furthermore, maximum mipmaps allow for view-dependent level-of-detail rendering. In combination with hierarchical ray-stepping this results in an efficient intersection algorithm for large scale height fields.