Compressed Facade Displacement Maps
AMD, Santa Clara, CA
IEEE Transactions on Visualization and Computer Graphics, 2008
@article{ali2008compressed,
title={Compressed facade displacement maps},
author={Ali, S. and Ye, J. and Razdan, A. and Wonka, P.},
journal={IEEE Transactions on Visualization and Computer Graphics},
pages={262–273},
year={2008},
publisher={Published by the IEEE Computer Society}
}
We describe an approach to render massive urban models. To prevent a memory transfer bottleneck we propose to render the models from a compressed representation directly. Our solution is based on rendering crude building outlines as polygons and generating details by ray-tracing displacement maps in the fragment shader. We demonstrate how to compress a displacement map so that a decompression algorithm can selectively and quickly access individual entries in a fragment shader. Our prototype implementation shows how a massive urban model can be compressed by a factor of 85 and outperform a basic geometry-based renderer by a factor of 50 to 80 in rendering speed.
July 2, 2011 by hgpu