21 research outputs found
Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail
We present a method for real-time level of detail reduction that is able to display high-complexity polygonal
surface data. A compact and efficient regular grid representation is used. The method is optimized for
modern, low-end consumer 3D graphics cards. We avoid sudden changes of the geometry - also known as
'popping', when reducing the geometry by exploiting the low-level hardware programmability in order to
maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error.
Furthermore, the method minimizes CPU usage during rendering and requires minimal pre-processing. We
believe that this is the first time that a smooth level of detail has been implemented in commodity hardware
Optimizing Photon Mapping Using Multiple Photon Maps for Irradiance Estimates
The photon mapping method is used extensively in global illumination to render photorealistic pictures. We describe a simple optimization technique for calculating the indirect illumination by modifying the photon mapping method. Using our method the photon maps are divided into several photon maps based on the topology of the polygons in the scene. This modification of the photon mapping method has several advantages compared to the traditional method. We demonstrate that the indirect illumination can be calculated faster using our method