DISPLACEMENT PATCHES FOR GPU-ORIENTED VIEW-DEPENDENT RENDERING

Yotam Livny, Gilad Bauman, Jihad El-Sana

2008

Abstract

In this paper we present a new approach for interactive view-dependent rendering of large polygonal datasets, which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the hierarchy, it generates and assigns a displacement map that resembles the original surface represented by that face. At runtime, the multiresolution hierarchy is used to select a coarse view-dependent level-of-detail representation, which is sent to the graphics hardware. The GPU then refines the coarse representation by replacing each face with a planar patch, which is elevated according to the assigned displacement map. Initial results show that our implementation achieves quality images at high rates.

References

  1. Asirvatham, A. and Hoppe, H. (2005). GPU Gems 2, chapter Terrain rendering using GPU-based geometry clipmaps., pages 27-45. Addison-Wesley Professional.
  2. Baboud, L. and Décoret, X. (2006). Rendering geometry with relief textures. In Proceedings of Graphics Interface 7806, pages 195-201.
  3. Bolz, J. and Schröder, P. (2005). Evaluation of subdivision surfaces on programmable graphics hardware. Submitted.
  4. Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., and Scopigno, R. (2003). P-BDAM - planetsized batched dynamic adaptive meshes. In Proceedings of Visualization 7803, pages 147-155.
  5. Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., and Scopigno, R. (2004). Adaptive TetraPuzzles - efficient out-of-core construction and visualization of gigantic polygonal models. ACM Transactions on Graphics, 23(3):796-803.
  6. Dachsbacher, C. and Stamminger, M. (2004). Rendering procedural terrain by geometry image warping. In Proceedings of Eurographics/ACM SIGGRAPH Symposium in Geometry Processing, pages 138-145.
  7. De Floriani, L., Magillo, P., and Puppo, E. (1998). Efficient implementation of multi-triangulations. In Proceedings of Visualization 7898, pages 43-50.
  8. DeCoro, C. and Pajarola, R. (2002). Xfastmesh: Fast viewdependent meshing from external memory. In Proceedings of Visualization 7802, pages 363-370.
  9. Doggett, M. and Hirche, J. (2000). Adaptive view dependent tessellation of displacement maps. In Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware 7800, pages 59-66.
  10. Donnelly, W. (2005). GPU Gems 2, chapter Per-Pixel Displacement Mapping with Distance Functions, pages 123-136. Addison-Wesley Professional.
  11. El-Sana, J. and Chiang, Y. (2000). External memory viewdependent simplification. Computer Graphics Forum, 19(3):139-150.
  12. El-Sana, J., Sokolovsky, N., and Silva, C. (2001). Integerating occlusion culling with view-dependent rendering. In Proceedings of Visualization 7801, pages 371-378.
  13. El-Sana, J. and Varshney, A. (1999). Generalized viewdependent simplification. Computer Graphics Forum, 18(3):C83-C94.
  14. Erikson, C. and Manocha, D. (2001). Hierarchical levels of detail for fast display of large static and dynamic environments. In Proceedings of symposium on Interactive 3D graphics 7801, pages 111-120.
  15. Garland, M. and Heckbert, P. (1997). Surface simplification using quadric error metrics. In Proceedings of SIGGRAPH 7897, pages 209-216.
  16. Guskov, I., Vidimc?e, K., Sweldens, W., and Schröder, P. (2000). Normal meshes. In Proceedings of the 27th annual conference on Computer graphics andinteractive techniques 7800, pages 95-102.
  17. Hirche, J., Ehlert, A., Guthe, S., and Doggett, M. (2004). Hardware accelerated per-pixel displacement mapping. In Proceedings of Graphics Interface 7804, pages 153-158.
  18. Hoppe, H. (1997). View-dependent refinement of progressive meshes. In Proceedings of SIGGRAPH 7897, pages 189-198.
  19. Hwa, L., Duchaineau, M., and Joy, K. (2005). Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies. IEEE Transactions on Visualization and Computer Graphics, 11(4):355-368.
  20. Ji, J., Wu, E., Li, S., and Liu, X. (2005). Dynamic lod on gpu. In Computer Graphics International 7805, pages 108-114.
  21. Kautz, J. and Seidel, H. (2001). Hardware accelerated displacement mapping for image based rendering. In Proceedings of Graphics Interface 7801, pages 61-70.
  22. Kim, J. and Lee, S. (2001). Truly selective refinement of progressive meshes. In Proceedings of Graphics Interface 7801, pages 101-110.
  23. Livny, Y., Sokolovsky, N., Grinshpoun, T., and El-Sana, J. (2007). A gpu persistent grid mapping for terrain rendering. The Visual Computer. to appear.
  24. Losasso, F., Hoppe, H., Schaefer, S., and Warren, J. (2003). Smooth geometry images. In Proceedings of Eurographics/ACM SIGGRAPH Symposium in Geometry Processing, pages 138-145.
  25. Luebke, D. and Erikson, C. (1997). View-dependent simplification of arbitrary polygonal environments. In Proceedings of SIGGRAPH 7897, pages 199-207.
  26. Pajarola, R. (2001). Fastmesh: efficient view-dependent meshing. In Proceedings of Pacific Graphics 7801, pages 22-30.
  27. Policarpo, F., Oliveira, M., and Comba, J. (2005). Realtime relief mapping on arbitrary polygonal surfaces. In Proceedings of the 2005 symposium on Interactive 3D graphics and games 7805, pages 155-162.
  28. Schein, S., Karpen, E., and Elber, G. (2005). Realtime geometric deformation displacement maps using programmable hardware. The Visual Computer, 21(8):791-800.
  29. Schneider, J. and Westermann, R. (2006). GPU-friendly high-quality terrain rendering. Journal of WSCG, 14(1-3):49-56.
  30. Shannon, C. E. (1948). A mathematical theory of communication. Bell System Technical Journal, 27:379-423, 623-656.
  31. Southern, R. and Gain, J. (2003). Creation and control of real-time continuous level of detail on programmable graphics hardware. Computer Graphics Forum, 22(1):35-48.
  32. Wagner, D. (2004). Terrain geomorphing in the vertex shader. ShaderX2: Shader Programming Tips & Tricks with DirectX 9.
  33. Yoon, S., Salomon, B., and Manocha, D. (2003). Interactive view-dependent rendering with conservative occlusion culling in complex environments. In Proceedings of Visualization 7803.
  34. Yoon, S. E., Salomon, B., Gayle, R., and Manocha, D. (2004). Quick-vdr: Interactive view-dependent rendering of massive models. In Proceedings of Visualization 7804, pages 131-138.
Download


Paper Citation


in Harvard Style

Livny Y., Bauman G. and El-Sana J. (2008). DISPLACEMENT PATCHES FOR GPU-ORIENTED VIEW-DEPENDENT RENDERING . In Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008) ISBN 978-989-8111-20-3, pages 181-190. DOI: 10.5220/0001095501810190


in Bibtex Style

@conference{grapp08,
author={Yotam Livny and Gilad Bauman and Jihad El-Sana},
title={DISPLACEMENT PATCHES FOR GPU-ORIENTED VIEW-DEPENDENT RENDERING},
booktitle={Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008)},
year={2008},
pages={181-190},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0001095501810190},
isbn={978-989-8111-20-3},
}


in EndNote Style

TY - CONF
JO - Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008)
TI - DISPLACEMENT PATCHES FOR GPU-ORIENTED VIEW-DEPENDENT RENDERING
SN - 978-989-8111-20-3
AU - Livny Y.
AU - Bauman G.
AU - El-Sana J.
PY - 2008
SP - 181
EP - 190
DO - 10.5220/0001095501810190