sp – asc 2010 participant presentation lucas guaycochea
Post on 20-Dec-2015
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TRANSCRIPT
Hi! My name is Lucas
I love asado, eating it! But sometimes I have to prepare it…
I play football, mainly as a goalkeeper.
This is my avatar :I’m a fan of River Plate
It is a Scientific and Technical Research Institute that belongs to the Department of Defense of Argentina.
I work in the computer graphics and simulation division. We develop several training simulators.
I work for CITEDEF
We have developed our own simulation platform which involves a graphics engine and a middleware that allows distributed simulations.
Titled: GPU-Based Terrain Rendering
The problem Goals Basis Current work Expected result References
My research project
Rendering a huge amount of data, as terrain models have, in real-time applications.
Reaching to a compromising solution between the detail within the terrain is represented and the time of processing the data to obtain each frame.
GPU-Based Terrain Rendering
The problem:The problem:
Present a complete study of the evolution and the state-of-the-art of the terrain rendering techniques
Achieve a novel technique which takes advantage of modern GPUs capabilities.
GPU-Based Terrain Rendering
Goals:Goals:
Geometry Clipmap introduced by Lossaso and Hoppe paper [1]
GPU Shader Model 4.0 [2] DirectX 10 [3] Some other ideas introduced in previous
and newer techniques
GPU-Based Terrain Rendering
Basis:Basis:
Analyzing the performance of Geometry Shader Stage.
Merging some ideas to support large and very detailed terrain models, with no-size limitation.
Including a visual perception model to manage Level-Of-Detail against observer velocity and distance.
GPU-Based Terrain Rendering
Current Work:Current Work:I am …I am …
A novel solution that satisfies the performance expected referring to visual quality and data management.
Results to conclude the suitability of using the geometry shader stage to this problem.
GPU-Based Terrain Rendering
Expected result:Expected result:
And at least but not at last…
MY COMPUTER ENGINEERING DEGREE !!!
[1] Frank Lossaso and Hugues Hoppe. “Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids.” ACM Transactions on Graphics (Proceedings of SIGGRAPH 2004) 23(3), pp. 769–776.
[2] Suryakant Patidar, Shiben Bhattacharjee, Jag Mohan Singh and P. J. Narayanan. “Exploiting the Shader Model 4.0 Architecture”, Technical Report, IIIT Hyderabad, 2006.
[3] Blythe, David. “The Direct3D 10 System”, in SIGGRAPH 2006 Proceedings, 2006, pp 724-734.
GPU-Based Terrain Rendering
References:References: