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Terrain Rendering using Terrain Rendering using

Terrain Rendering using - PowerPoint Presentation

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Terrain Rendering using - PPT Presentation

GPUBased Geometry Clipmaps Arul Prakash Hugues Hoppe University of Utah Microsoft Research Terrain Rendering Challenges Regular grid image of height values Concise storage No paging hiccups ID: 531789

update gpu rendering level gpu update level rendering texture terrain data memory utilization cpu shader gems decompression implementation video

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Slide1

Terrain Rendering usingGPU-Based Geometry Clipmaps

Arul Prakash Hugues Hoppe

University of Utah Microsoft ResearchSlide2

Terrain Rendering Challenges

Regular grid (image) of height values

Concise storage

 No paging hiccupsReal-Time frame rates  60 fpsVisual continuity  No temporal popsSlide3

A Change of Focus

Hoppe 1998 – Highly irregular Connectivity

Lindstrom 1996 – Semi-regular Connectivity

Losasso & Hoppe 2004 – Totally regular ConnectivitySlide4

Geometry Clipmaps

Coarsest Level

Finest Level

Terrain as mipmap pyramid

LOD using nested gridsSlide5

Why GPU?

Much less CPU utilization

Very little AGP/PCIe bus utilization

Small system memory requirement Small video memory requirement Significant rendering speedupSlide6

GPU Implementation Overview

DirectX 9.0c – support for Shader Model 3.0

HLSL code on book’s CD

Store data as textures (in video memory)Elevation data – 32-bit 1-channel textureNormal data – 8-bit 4-channel texture Update parts of texture that changeSlide7

Rendering

System Design

Update

Use (x, y) to lookup z value in elevation texture

Compute

α

Blend Geometry

- Blend normals

- Does the shading

- Texture lookup

Vertex Shader

Pixel Shader

Predict fine level data from coarse level data

Add residuals

Update normal map texture

Vertex Textures

Supported in DirectX 9.0c & Shader Model 3.0 on NVIDIA

GeForce 6800Slide8

Clipmap Update

Shift clipmap levels as user moves

finest

level

coarsest

levelSlide9

Upsample

GPUSlide10

Add residuals

+

GPU

Compressed residuals (350MB for US)

System Memory

ROI decompression (CPU)

Residual Image in video memorySlide11

Incremental update

Before update

Update region

After updateSlide12

Individual Clipmap Levels

n=15 vertices

Example

: n=15, m=4

m

m block

(2m+1)

2 interior trim

m

3 ring fix-up

outer degenerate tri.

viewpoint

See Section 2.3.2 in bookSlide13

View-frustum culling

Culling done at block level on CPU

2-3x speedupSlide14

Timing Results

Previous Implementation

Current Implementation

Upsampling

3 ms

1.3ms

Decompression

8 ms

8 ms

Normal Map Computation

11 ms

0.6 msSlide15

Performance

Synthesized terrain

130 frames/second (render-bound)

120 frames/second (synthesized)60 million triangles per secondCPU utilization: ~0 AGP bus utilization: ~0Decompressed terrain87 frames/second during viewer motionDecompression on CPU bottleneckSlide16

DemoSlide17

Summary

Simplicity

Optimal rendering throughput

Visual continuitySteady renderingGraceful degradationCompressionSynthesisSlide18

Questions?

See GPU Gems 2, Chapter 2

http://developer.nvidia.com

The Source for GPU Programmingarul@cs.utah.eduSlides available onlineSlide19

GPU Gems 2

Programming Techniques for High-Performance

Graphics and General-Purpose Computation

880 full-color pages, 330 figures, hard cover$59.99Experts from universities and industry

“The topics covered in

GPU Gems 2

are critical to the next generation of game engines.”

— Gary McTaggart, Software Engineer at Valve, Creators of Half-Life and Counter-Strike

GPU Gems 2

isn’t meant to simply adorn your bookshelf—it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do.”

—Rémi Arnaud, Graphics Architect at Sony Computer EntertainmentSlide20