sp – asc 2010 participant presentation lucas guaycochea

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SP – ASC 2010 Participant Presentation Lucas Guaycochea

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SP – ASC 2010Participant Presentation

Lucas Guaycochea

Index

Who I am Where I am from Where I work My research project

GPU-Based Terrain Rendering

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

I’m from Argentina

I’m from Buenos Aires, Argentina

We are here, in São Paulo, Brazil

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:

Thanks for your attention !!!Thanks for your attention !!!

Lucas.

E-mail: [email protected]