Issue No. 02 - March/April (2009 vol. 15)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2008.98
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.
Display algorithms, Raytracing, Displacement Mapping, GPU Raytracing
P. Wonka, A. Razdan, S. Ali and J. Ye, "Compressed Facade Displacement Maps," in IEEE Transactions on Visualization & Computer Graphics, vol. 15, no. , pp. 262-273, 2008.