Quick Cone Map Generation on the GPU

dc.contributor.authorValasek, Gáboren_US
dc.contributor.authorBán, Róberten_US
dc.contributor.editorPelechano, Nuriaen_US
dc.contributor.editorVanderhaeghe, Daviden_US
dc.date.accessioned2022-04-22T08:16:09Z
dc.date.available2022-04-22T08:16:09Z
dc.date.issued2022
dc.description.abstractWe propose an efficient conservative cone map generation algorithm that has T(N^2 logN) complexity for textures of dimension N ×N in contrast to the T(N^4) complexity of brute-force approaches. This is achieved by using a maximum mip texture of a heightmap to process all texels during the search for cone apertures, resulting in real-time generation times. Furthermore, we show that discarding already visited regions of neighboring mip texels widens the obtained cones considerably while still being conservative. Finally, we present a method to increase cone aperture tangents further at the expense of conservativeness. We compare our methods to brute-force and relaxed cone maps in generation and rendering performance.en_US
dc.description.sectionheadersImage and Video
dc.description.seriesinformationEurographics 2022 - Short Papers
dc.identifier.doi10.2312/egs.20221021
dc.identifier.isbn978-3-03868-169-4
dc.identifier.issn1017-4656
dc.identifier.pages13-16
dc.identifier.pages4 pages
dc.identifier.urihttps://doi.org/10.2312/egs.20221021
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20221021
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Ray tracing; Shape modeling
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectShape modeling
dc.titleQuick Cone Map Generation on the GPUen_US
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