Interactive editing of GigaSample terrain fields

Marc Treib, Florian Reichl, Stefan Auer, Rüdiger Westermann

Publikation: Beitrag in FachzeitschriftKonferenzartikelBegutachtung

23 Zitate (Scopus)

Abstract

Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray-casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level-of-detail rendering of terrain fields comprised of several hundreds of gigasamples.

OriginalspracheEnglisch
Seiten (von - bis)383-392
Seitenumfang10
FachzeitschriftComputer Graphics Forum
Jahrgang31
Ausgabenummer2
DOIs
PublikationsstatusVeröffentlicht - 2012
Veranstaltung33rd Annual Conference on European Association for Computer Graphics, EUROGRAPHICS 2012 - Cagliari, Sardinia, Italien
Dauer: 13 Mai 201218 Mai 2012

Fingerprint

Untersuchen Sie die Forschungsthemen von „Interactive editing of GigaSample terrain fields“. Zusammen bilden sie einen einzigartigen Fingerprint.

Dieses zitieren