Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Art Tevs, Ivo Ihrke, Hans-Peter Seidel
Symposium on Interactive 3D Graphics and Games, February 2008, pp. 183--190.
Abstract: 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.
@inproceedings{Tevs:2008:MMF,
author = {Art Tevs and Ivo Ihrke and Hans-Peter Seidel},
title = {Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {183--190},
month = feb,
year = {2008},
}
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