Silhouette Partitioning for Height Field Ray Tracing
Date issued
2007
Authors
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.