CSDL Home IEEE Transactions on Visualization & Computer Graphics 2009 vol.15 Issue No.02 - March/April

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Issue No.02 - March/April (2009 vol.15)

pp: 262-273

Jieping Ye , Arizona State University, Tempe

Saif Ali , AMD, Santa Clara

Peter Wonka , Arizona State University, Tempe

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2008.98

ABSTRACT

We describe an approach to render massive urban models. To prevent a memory transfer bottleneck we propose to render the models from a compressed representation directly. Our solution is based on rendering crude building outlines as polygons and generating details by ray-tracing displacement maps in the fragment shader. We demonstrate how to compress a displacement map so that a decompression algorithm can selectively and quickly access individual entries in a fragment shader. Our prototype implementation shows how a massive urban model can be compressed by a factor of $85$ and outperform a basic geometry-based renderer by a factor of $50$ to $100$ in rendering speed.

INDEX TERMS

Display algorithms, Raytracing, Displacement Mapping, GPU Raytracing

CITATION

Jieping Ye, Saif Ali, Peter Wonka, "Compressed Facade Displacement Maps",

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