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Terrain Rendering using
GPU-Based 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
• Real-Time frame rates  60 fps
• Visual continuity  No temporal pops
A Change of Focus
• Hoppe 1998 – Highly
irregular
Connectivity
• Lindstrom 1996 –
Semi-regular
Connectivity
• Losasso & Hoppe
2004 – Totally
regular Connectivity
Geometry Clipmaps
Coarsest Level
Finest Level
• Terrain as mipmap pyramid
• LOD using nested grids
Why GPU?
• Much less CPU utilization
• Very little AGP/PCIe bus utilization
• Small system memory requirement
• Small video memory requirement
• Significant rendering speedup
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 texture
– Normal data – 8-bit 4-channel texture
• Update parts of texture that change
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 6800
Clipmap Update
• Shift clipmap levels as user moves
finest
level
coarsest
level
Upsample
GPU
Add residuals
+
GPU
Compressed residuals
(350MB for US)
System Memory
ROI decompression (CPU)
Residual Image in video memory
Incremental update
Before update Update region After update
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 book
View-frustum culling
• Culling done at block level on CPU
• 2-3x speedup
Timing Results
Previous
Implementation
Current
Implementation
Upsampling 3 ms 1.3ms
Decompression 8 ms 8 ms
Normal Map
Computation
11 ms 0.6 ms
Performance
• Synthesized terrain
– 130 frames/second (render-bound)
– 120 frames/second (synthesized)
– 60 million triangles per second
– CPU utilization: ~0
– AGP bus utilization: ~0
• Decompressed terrain
– 87 frames/second during viewer motion
– Decompression on CPU bottleneck
Demo
Summary
• Simplicity
• Optimal rendering throughput
• Visual continuity
• Steady rendering
• Graceful degradation
• Compression
• Synthesis
Questions?
• See GPU Gems 2, Chapter 2
• http://developer.nvidia.com
The Source for GPU Programming
• arul@cs.utah.edu
• Slides available online
GPU Gems 2
Programming Techniques for High-Performance
Graphics and General-Purpose Computation
• 880 full-color pages, 330 figures, hard cover
• $59.99
• Experts 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 Entertainment
Terrain Rendering usingGPU-Based Geometry Clipmaps

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Terrain Rendering using GPU-Based Geometry Clipmaps

  • 1. Terrain Rendering using GPU-Based Geometry Clipmaps Arul Prakash Hugues Hoppe University of Utah Microsoft Research
  • 2. Terrain Rendering Challenges • Regular grid (image) of height values • Concise storage  No paging hiccups • Real-Time frame rates  60 fps • Visual continuity  No temporal pops
  • 3. A Change of Focus • Hoppe 1998 – Highly irregular Connectivity • Lindstrom 1996 – Semi-regular Connectivity • Losasso & Hoppe 2004 – Totally regular Connectivity
  • 4. Geometry Clipmaps Coarsest Level Finest Level • Terrain as mipmap pyramid • LOD using nested grids
  • 5. Why GPU? • Much less CPU utilization • Very little AGP/PCIe bus utilization • Small system memory requirement • Small video memory requirement • Significant rendering speedup
  • 6. 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 texture – Normal data – 8-bit 4-channel texture • Update parts of texture that change
  • 7. 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 6800
  • 8. Clipmap Update • Shift clipmap levels as user moves finest level coarsest level
  • 10. Add residuals + GPU Compressed residuals (350MB for US) System Memory ROI decompression (CPU) Residual Image in video memory
  • 11. Incremental update Before update Update region After update
  • 12. 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 book
  • 13. View-frustum culling • Culling done at block level on CPU • 2-3x speedup
  • 14. Timing Results Previous Implementation Current Implementation Upsampling 3 ms 1.3ms Decompression 8 ms 8 ms Normal Map Computation 11 ms 0.6 ms
  • 15. Performance • Synthesized terrain – 130 frames/second (render-bound) – 120 frames/second (synthesized) – 60 million triangles per second – CPU utilization: ~0 – AGP bus utilization: ~0 • Decompressed terrain – 87 frames/second during viewer motion – Decompression on CPU bottleneck
  • 16. Demo
  • 17. Summary • Simplicity • Optimal rendering throughput • Visual continuity • Steady rendering • Graceful degradation • Compression • Synthesis
  • 18. Questions? • See GPU Gems 2, Chapter 2 • http://developer.nvidia.com The Source for GPU Programming • arul@cs.utah.edu • Slides available online
  • 19. GPU Gems 2 Programming Techniques for High-Performance Graphics and General-Purpose Computation • 880 full-color pages, 330 figures, hard cover • $59.99 • Experts 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 Entertainment