Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Real-time relief mapping on arbitrary polygonal surfaces
ACM SIGGRAPH 2005 Papers
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
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
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
Hardware-assisted CSG rendering
ACM SIGGRAPH 2006 Research posters
SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
3D-city modeling: a semi-automatic framework for integrating different terrain models
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
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Height maps are a very efficient surface representation, initially developed for terrain modeling and visualization. They are also present in other applications, such as mesostructure rendering. However, height maps are incapable of representing overhangs or self-folding surfaces, as well as several occluding objects. In this paper we propose a novel representation to overcome these limitations. A Solid Height-map Set is used to represent arbitrary solid geometry. We also describe a procedure to convert polygonal meshes into our scheme. In addition, we develop a visualization algorithm capable of efficiently rendering this novel representation and implement it using GPU programming. Results achieve an order of magnitude in memory savings as well as high performance independent of the original mesh size.