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Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
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Symposium on Interactive 3D Graphics archive
Proceedings of the 2008 symposium on Interactive 3D graphics and games table of contents
Redwood City, California
SESSION: Textures table of contents
Pages 183-190  
Year of Publication: 2008
ISBN:978-1-59593-983-8
Authors
Art Tevs  Max-Planck-Institut für Informatik
Ivo Ihrke  Max-Planck-Institut für Informatik
Hans-Peter Seidel  Max-Planck-Institut für Informatik
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

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Collaborative Colleagues:
Art Tevs: colleagues
Ivo Ihrke: colleagues
Hans-Peter Seidel: colleagues