Silhouette Partitioning for Height Field Ray Tracing

Date issued

2007

Journal Title

Journal ISSN

Volume Title

Publisher

Václav Skala - UNION Agency

Abstract

This paper presents parallel algorithm to ray trace height fields that is suitable for recent GPUs. No data preprocessing is needed, therefore this algorithm can render dynamic height fields. Partitioning binary tree for screen space is calculated each frame. It takes silhouettes of height field regions as partitioning curves. Ray tracing step uses binary search in this silhouette tree to find height field coordinates of pixel visible at given screen coordinates. Presented algorithm takes fixed amount of samples into consideration to produce value in each pass, therefore worst-case scenario is deterministic. This enables the implementation for GPUs having limited dependent texture lookups.

Description

Subject(s)

vizualizace dynamického výškového pole, vykreslování, sledování paprsku, grafické procesory, dělení siluet, terén

Citation

WSCG '2007: Short Communications Proceedings: The 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, January 29 – February 1, 2007, p. 73-80.
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