Live paint: painting with procedural multiscale textures
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
JPEG 2000: Image Compression Fundamentals, Standards and Practice
JPEG 2000: Image Compression Fundamentals, Standards and Practice
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
IEEE Transactions on Parallel and Distributed Systems
Large Scale Terrain Compression and Real-Time Rendering Based on Wavelet Transform
CIS '08 Proceedings of the 2008 International Conference on Computational Intelligence and Security - Volume 02
Real-Time Rendering and Manipulation of Large Terrains
ICVGIP '08 Proceedings of the 2008 Sixth Indian Conference on Computer Vision, Graphics & Image Processing
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Parallel variable-length encoding on GPGPUs
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
3D Research
Accelerating Wavelet Lifting on Graphics Hardware Using CUDA
IEEE Transactions on Parallel and Distributed Systems
Discrete Wavelet Transform on Consumer-Level Graphics Hardware
IEEE Transactions on Multimedia
On-the-fly multi-scale infinite texturing from example
ACM Transactions on Graphics (TOG)
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Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray-casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level-of-detail rendering of terrain fields comprised of several hundreds of gigasamples. © 2012 Wiley Periodicals, Inc.