Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering
This paper presents a GPU-based, fast, and accurate dynamic height field rendering technique that scales well to large scale height fields. Current real-time rendering algorithms for dynamic height fields employ approximate ray-height field intersection methods, whereas accurate algorithms require pre-computation in the order of seconds to minutes and are thus not suitable for dynamic height field rendering. We alleviate this problem by using maximum mipmaps, a hierarchical data structure supporting accurate and efficient rendering while simultaneously lowering the pre-computation costs to negligible levels. Furthermore, maximum mipmaps allow for view-dependent level-of-detail rendering. In combination with hierarchical ray-stepping this results in an efficient intersection algorithm for large scale height fields.
News
In the press
2011-09-28
Johannes Kepler University Linz is reporting about our
E-Lecture on
Computational Photography
last summer term. It was the first remote-only lecture for JKU. Eleven students attended the course at JKU.
In the press
2011-07-27
Our work on dynamically displaying BRDFs is going to be
featured in the September issue of
3D World,
a magazine for 3D artists, covering SIGGRAPH's Emerging
Technologies where we will demo our work.
Matthias Hullin is quoted as "I don't expect a BRDF display
to become available in the next 20 years. The principle on which
the Nintendo 3DS is based was patented back in 1913!"
Webpage updated
2011-04-27
Projects have been imported from previous webpage.Several changes of the webpage regarding look and usage.













