Skip to main content

GPU-Based Ray Casting of Stacked Out-of-Core Height Fields

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6938))

Abstract

We developed a ray casting-based rendering system for the visualization of geological subsurface models consisting of multiple highly detailed height fields. Based on a shared out-of-core data management system, we virtualize the access to the height fields, allowing us to treat the individual surfaces at different local levels of detail. The visualization of an entire stack of height-field surfaces is accomplished in a single rendering pass using a two-level acceleration structure for efficient ray intersection computations. This structure combines a minimum-maximum quadtree for empty-space skipping and a sorted list of depth intervals to restrict ray intersection searches to relevant height fields and depth ranges. We demonstrate that our system is able to render multiple height fields consisting of hundreds of millions of points in real-time.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Pajarola, R., Gobbetti, E.: Survey on Semi-regular Multiresolution Models for Interactive Terrain Rendering. The Visual Computer 23, 583–605 (2007)

    Article  Google Scholar 

  2. Dick, C., Schneider, J., Westermann, R.: Efficient Geometry Compression for GPU-based Decoding in Realtime Terrain Rendering. Computer Graphics Forum 28, 67–83 (2009)

    Article  Google Scholar 

  3. Dick, C., Krüger, J., Westermann, R.: GPU Ray-Casting for Scalable Terrain Rendering. In: Proceedings of Eurographics 2009 - Areas Papers, Eurographics, pp. 43–50 (2009)

    Google Scholar 

  4. Musgrave, F.K.: Grid Tracing: Fast Ray Tracing for Height Fields. Technical Report RR-639, Yale University, Department of Computer Science (1988)

    Google Scholar 

  5. Cohen, D., Shaked, A.: Photo-Realistic Imaging of Digital Terrains. Computer Graphics Forum 12, 363–373 (1993)

    Article  Google Scholar 

  6. Cohen-Or, D., Rich, E., Lerner, U., Shenkar, V.: A Real-Time Photo-Realistic Visual Flythrough. IEEE Transactions on Visualization and Computer Graphics 2, 255–265 (1996)

    Article  Google Scholar 

  7. Qu, H., Qiu, F., Zhang, N., Kaufman, A., Wan, M.: Ray Tracing Height Fields. In: Procedings of Computer Graphics International, pp. 202–207 (2003)

    Google Scholar 

  8. Oliveira, M.M., Bishop, G., McAllister, D.: Relief Texture Mapping. In: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH 2000), pp. 359–368. ACM, New York (2000)

    Chapter  Google Scholar 

  9. Policarpo, F., Oliveira, M.M., Comba, J.L.D.: Real-time Relief Mapping on Arbitrary Polygonal Surfaces. In: Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games, I3D 2005, pp. 155–162. ACM, New York (2005)

    Chapter  Google Scholar 

  10. Policarpo, F., Oliveira, M.M.: Relief Mapping of Non-Height-Field Surface Details. In: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, pp. 55–62. ACM, New York (2006)

    Chapter  Google Scholar 

  11. Donnelly, W.: Per-Pixel Displacement Mapping with Distance Functions. In: Pharr, M. (ed.) GPU Gems 2, pp. 123–136. Addison-Wesley, Reading (2005)

    Google Scholar 

  12. Dummer, J.: Cone Step Mapping: An Iterative Ray-Heightfield Intersection Algorithm (2006), http://www.lonesock.net/files/ConeStepMapping.pdf

  13. Oh, K., Ki, H., Lee, C.H.: Pyramidal Displacement Mapping: a GPU based Artifacts-free Ray Tracing Through an Image Pyramid. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST 2006, pp. 75–82. ACM, New York (2006)

    Google Scholar 

  14. Tevs, A., Ihrke, I., Seidel, H.P.: Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering. In: Proceedings of the 2008 Symposium on Interactive 3D Graphics and Games, pp. 183–190. ACM, New York (2008)

    Chapter  Google Scholar 

  15. LaMar, E., Hamann, B., Joy, K.I.: Multiresolution Techniques for Interactive Texture-Based Volume Visualization. In: Proceedings of IEEE Visualization 1999, pp. 355–361. IEEE, Los Alamitos (1999)

    Google Scholar 

  16. Kraus, M., Ertl, T.: Adaptive Texture Maps. In: Proceedings of SIGGRAPH/EG Graphics Hardware Workshop 2002, Eurographics, pp. 7–15 (2002)

    Google Scholar 

  17. Lefebvre, S., Darbon, J., Neyret, F.: Unified Texture Management for Arbitrary Meshes. Technical Report RR5210-, INRIA (2004)

    Google Scholar 

  18. Lefebvre, S., Hornus, S., Neyret, F.: Octree Textures on the GPU. In: GPU Gems 2, pp. 595–613. Addison-Wesley, Reading (2005)

    Google Scholar 

  19. Hollemeersch, C., Pieters, B., Lambert, P., Van de Walle, R.: Accelerating Virtual Texturing Using CUDA. In: Engel, W. (ed.) GPU Pro: Advanced Rendering Techniques, pp. 623–641. A.K. Peters, Ltd, Wellesley (2010)

    Chapter  Google Scholar 

  20. Carmona, R., Froehlich, B.: Error-controlled Real-Time Cut Updates for Multi-Resolution Volume Rendering. Computers & Graphics (in press, 2011)

    Google Scholar 

  21. Plate, J., Grundhöfer, A., Schmidt, B., Fröhlich, B.: Occlusion Culling for Sub-Surface Models in Geo-Scientific Applications. In: Joint Eurographics - IEEE TCVG Symposium on Visualization, pp. 267–272. IEEE, Los Alamitos (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Lux, C., Fröhlich, B. (2011). GPU-Based Ray Casting of Stacked Out-of-Core Height Fields. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2011. Lecture Notes in Computer Science, vol 6938. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24028-7_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-24028-7_25

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-24027-0

  • Online ISBN: 978-3-642-24028-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics