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.
Original language | English (US) |
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Article number | 4585376 |
Pages (from-to) | 262-273 |
Number of pages | 12 |
Journal | IEEE Transactions on Visualization and Computer Graphics |
Volume | 15 |
Issue number | 2 |
DOIs | |
State | Published - Mar 2009 |
Externally published | Yes |
Keywords
- Compression
- Displacement mapping
- Massive urban models
- Real-time rendering
ASJC Scopus subject areas
- Software
- Signal Processing
- Computer Vision and Pattern Recognition
- Computer Graphics and Computer-Aided Design