Smooth transitions between bump rendering algorithms
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 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
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Per-pixel rendering of terrain data
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part III
A pipeline for the digitization and the realistic rendering of paintings
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Interactive Editing of GigaSample Terrain Fields
Computer Graphics Forum
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This paper presents a flexible hybrid method designed to render heightfield data, such as terrains, on GPU. It combines two traditional techniques, namely mesh-based rendering and per-pixel ray-casting. A heuristic is proposed to dynamically choose between these two techniques. To balance rendering performance against quality, an adaptive mechanism is introduced that depends on viewing conditions and heightfield characteristics. It manages the precision of the ray-casting rendering, while mesh rendering is reserved for the finest level of details. Our method is GPU accelerated and achieves real-time rendering performance with high accuracy. Moreover, contrary to most terrains rendering methods, our technique does not rely on time-consuming pre-processing steps to update complex data structures. As a consequence, it gracefully handles dynamic heightfields, making it useful for interactive terrain edition or real-time simulation processes.