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Compressed Facade Displacement Maps
March/April 2009 (vol. 15 no. 2)
pp. 262-273
Saif Ali, AMD, Santa Clara
Jieping Ye, Arizona State University, Tempe
Anshuman Razdan, Arizona State University, Tempe
Peter Wonka, Arizona State University, Tempe
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.

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Index Terms:
Display algorithms, Raytracing, Displacement Mapping, GPU Raytracing
Citation:
Saif Ali, Jieping Ye, Anshuman Razdan, Peter Wonka, "Compressed Facade Displacement Maps," IEEE Transactions on Visualization and Computer Graphics, vol. 15, no. 2, pp. 262-273, March-April 2009, doi:10.1109/TVCG.2008.98
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