Kein Folientitel - PowerPoint PPT Presentation

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Kein Folientitel

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Store elevation in alpha channel of texture map. Render set of horizontally aligned slices ... Assign elevation as primary alpha ... – PowerPoint PPT presentation

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Title: Kein Folientitel


1

Hardware-Accelerated Terrain Rendering by
Adaptive Slicing
Stefan Roettger and Thomas Ertl
2
Outline of the Talk
  • Previous work by Sim Dietrich (NVIDIA)
  • Terrain slicing approach
  • Rasterization of horizontally aligned slices
  • Rasterization of arbitrary slices
  • Adaptive determination of number of slices
  • Hybrid approach (slicing / polygonal rendering)
  • Results
  • Conclusion

3
Previous Work
  • NVIDIA white paper by Sim Dietrich
  • Store elevation in alpha channel of texture map
  • Render set of horizontally aligned slices
  • Use alpha test to render only the solid parts of
    the terrain
  • Artifacts for low view points

4
Terrain Slicing
  • Solution Render arbitrary x-,y-, or z-aligned
    slices
  • Assign elevation as primary alpha
  • Use texture combiners to subtract texture alpha
    from primary alpha
  • Enable alpha test to cut off pixels with alphagt0

5
Sub-Pixel Exactness
  • Split terrain into several tiles
  • Foreach tile
  • Determine whether x-,y-, or z-slices are needed
  • Estimate the number of parallel slices to achieve
    sub-pixel exactness (by screen space projection
    of inter-slice distance)
  • Rasterize the slices

6
Hybrid Approach
  • Use a hierarchical quadtree representation of the
    terrain to optimally adapt the number of drawn
    slices to the viewing distance
  • At each node check whether slicing of the actual
    node or the four children is faster
  • cost slices (pixels vertices)
  • At each leave node check whether terrain slicing
    or polygon rendering would be faster and choose
    the appropriate method

7
Results
  • Approximately 30 fps on a PC with GeForce2 MX
    (640x480)
  • CPU is offloaded efficiently (loadlt24)

Slices
Triangles
8
Conclusion
  • Rendering performance depends mainly on screen
    size (rasterization bound)
  • Rendering performance does not depend on the size
    of the height field
  • Algorithmic complexity is low in comparison to
    C-LOD approaches
  • Well suited for displacement maps or small radar
    views

Aquanox
9
Fin
Questions?
http//wwwvis.informatik.uni-stuttgart.de/roettge
r
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