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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
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Raytracing
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.6
Methodology and Techniques
Subjects:
Graphics data structures and data types
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture;
Visible line/surface algorithms
Keywords:
GPU,
displacement mapping,
graphics hardware,
height field intersection,
real-time rendering,
simplification/level of detail,
spatial data structures,
surface details,
texturing techniques
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