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Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering

Published:15 February 2008Publication History

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.

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  1. Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering

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            cover image ACM Conferences
            I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
            February 2008
            219 pages
            ISBN:9781595939838
            DOI:10.1145/1342250

            Copyright © 2008 ACM

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            Publication History

            • Published: 15 February 2008

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