Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Max-Planck-Institut fur Informatik
In I3D ’08: Proceedings of the 2008 symposium on Interactive 3D graphics and games (2008), pp. 183-190.
@conference{tevs2008maximum,
title={Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering},
author={Tevs, A. and Ihrke, I. and Seidel, H.P.},
booktitle={I3D08: Proceedings of the 2008 symposium on Interactive 3D graphics and games},
pages={183–190},
year={2008},
organization={Citeseer}
}
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.
November 3, 2010 by hgpu