Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids - PowerPoint PPT Presentation

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Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids

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Extremely CPU intensive. Bin-trees (e.g. [Lindstrom et al 96] ... Still CPU intensive. Bin-tree Regions (e.g. [Cignoni et al 03]) Precomputed regions ... – PowerPoint PPT presentation

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Title: Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids


1
Geometry ClipmapsTerrain Rendering Using Nested
Regular Grids
Frank Losasso Stanford University
Hugues Hoppe Microsoft Research
2
Terrain Rendering Challenges
Mount Rainier
Primary Dataset United States at 30m spacing20
Billion samples
Olympic Mountains
  • Concise storage ? No paging hick-ups
  • Real-Time frame rates ? 60 fps
  • Visual continuity ? No temporal pops

3
Previous Work
  • Irregular Meshes (e.g. Hoppe 98)
  • Fewest polygons
  • Extremely CPU intensive
  • Bin-trees (e.g. Lindstrom et al 96)
  • Simpler data structures / algorithms
  • Still CPU intensive
  • Bin-tree Regions (e.g. Cignoni et al 03)
  • Precomputed regions ? Decreased CPU cost
  • Temporal continuity difficult

4
Previous Work
  • Texture Clipmaps Tanner 1998
  • Infinitely large textures
  • Clipped mipmap hierarchy
  • Modeling for the Plausible Emulation of Large
    Worlds Dollins 2002
  • Quadtree LOD around viewer
  • Terrain synthesis

5
Geometry Clipmaps
  • Store data in uniform 2D grids
  • Level-of-Detail from nesting of grids
  • Refine based on distance
  • Main Advantages
  • Simplicity
  • Compression
  • Synthesis

6
Terrain as a Pyramid
  • Terrain as mipmap pyramid
  • LOD using nested grids

Coarsest Level
Finest Level
7
Puget Sound
8
Individual Clipmap Levels
  • Uniform 2D grid
  • Indexed triangle strip
  • Efficient caching
  • 60 M triangles/second
  • 255-by-255 grid
  • Expected Soon
  • Vertex Textures

9
Inter-Level Transitions
  • Between respective power-of-2 grids

10
Inter-Level Transitions
No transition
Geometry transition
Geometry texture transition
Gaps in geometry
Gaps in texturing/shading
11
Inter-Level Transitions
  • Vertex shader ? blend geometry
  • Pixel shader ? blend textures
  • Both are inexpensive

12
Clipmap Update
  • For each level
  • Calculate new clipmap region
  • Fill new L-shaped region
  • Use toroidal arrays for efficiency

13
Clipmap Update
  • Update levels coarse-to-fine
  • Use limited update budget
  • Only render updated data
  • Fine levels may be cropped
  • Rendering load decreases as update load becomes
    to large for the budget

14
Filling New Regions
  • Two Sources
  • Computed on-demand ? at 60 frames/second

Decompressed explicit terrain
Synthesized new terrain
15
Clipmap Update
  • Fine level from coarse level
  • U is a 16 point C1 smooth interpolant
  • For synthesized terrain, X Gaussian noise
  • For explicit terrain, X compression residual

16
Terrain Synthesis
  • Adds high frequency detail
  • Upsample then add Gaussian noise
  • Precomputed 50-by-50 noise texture
  • Per-octave amplitude from real terrain

17
Texture Synthesis
18
Subdivision Interpolant
Bilinear Interpolant (C0)
16-point Interpolant (C1)
19
Terrain Compression
  • Create mipmap fine-to-coarse
  • D found from data such that

20
Terrain Compression
  • Calculate residuals coarse-to-fine
  • Upsample and compute inter-level residual
  • Quantize and compress residual
  • Replace approximation
  • ? Prevent error accumulation

21
Compression Results
  • U.S height map
  • 30m horizontal spacing
  • 1m vertical resolution
  • 216,000-by-93,600 grid
  • 40GB uncompressed
  • 350MB compressed ? factor of over 100
  • rms error 1.8m (6 of sample spacing)

22
Compression Results
LOD scheme Number of samples Runtime space Bytes per sample
Hoppe 98 8 M 50 MB 6.0
Lindstrom 02 256 M 5.0 GB 19.5
Cignoni et al 02 64 M 115 MB 1.8
Geometry Clipmaps 20 G 375 MB 0.02
23
Level-of-detail Error
  • Analyzed statistically ? See paper
  • For U.S. terrain (640-by-480 resolution)
  • rms error 0.15 pixels
  • max error 12 pixels
  • 99.9th percentile 0.90 pixels

24
United States of America
25
Graphics Hardware Friendly
  • Can be implemented in hardware
  • Clipmap levels as high-precision textures
  • Subdivision and normal calculation Losasso et al
    03
  • Morphing already done in hardware
  • Noise from Noise() or from texture
  • Uploaded on-demand
  • Decompressed terrain

26
Limitations
  • Statistical error analysis
  • Assumes bounded spectral density
  • Unnecessarily many triangles
  • Assumes uniformly detailed terrain
  • but, allows for optimal rendering throughput

27
Advantages
  • Simplicity
  • Optimal rendering throughput
  • Visual continuity
  • Steady rendering
  • Graceful degradation
  • Compression
  • Synthesis
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