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Motivation
Traditional Ortho-Heightfield
Grid
3D View
y-displacement
Heightfield Benefits
vs. Best
Musgraves Heightfield
Shear axes to produce a parallelogram
Equilateral tessellation
GridSpace
WorldSpace
c
c, r S c r , r
WorldSpace
x
c, r S 2c r & 1, r 1
Related Work
Musgrave 88
Grid Tracing: Fast Ray Tracing for Height Fields
Duchaineau et al 97
ROAMing terrain: real-time optimally adapting meshes
de Boer 00
Fast Terrain Rendering Using Geometrical MipMapping
Shankel 02
Fast Heightfield Normal Calculation
Middleton 01, 02
Edge Detection in a Hexagonal-image Processing Framework
Markov Random Fields for Square Hexagonal Textures
Analysis
Experiment
Approximate a 2D Sinusoid
h(x, z) = sin(f[x cos + z sin ] +)
Vary phase, angle, and frequency
Error Metrics
Elevation
Shading
Normal deflection
Curvature
Iso
Shaded
Iso
Shaded
Curvature
Iso
Shading Error
(lower is better)
Isometric:25%more
accurateshading.
Algorithms
Resampling
Existing ortho-grid sampled data
Reconstruct true continuous surface
Filter and downsample on hex pattern
Lossless if original was correctly sampled
J=(1-)H + G
L=(1-)H+I
P=(1-)J+L
d p C 1 s e p C s
g pC s
s
p
C
f p 1
h p C 1 s i p 1
I
H
PE 12 , Ey Py, sin 3
PG 12 , Gy Py, sin 3
PI 1, Iy Py,0
F
G
D
P
I
H
E
F
G
N 64 sin 3 GD y EH y 2 FI y ,4, GD y EH y
Precomputed
outsidevertex
shader
Actualper
vertexwork
vec3
vec3
vec4
vec4
MV
1T
1
3
1
3
2
3
0
1
0
0
0
0
0
4
0
Heightfield Tiles
Triangle Strips
Start
End
Sub-sampled LOD
Geo-mipmapping would be ideal
Cannot afford to touch vertices on CPU
Use subsampling
Keep edges at maximum resolution
Carefully alpha-blend transitions
LOD Movie
Applications
Visualization
Games
Acknowledgements
Advisor John F. Hughes
Battlefield 1942 data courtesy of Digital Illusions CE
Mars data from Dr. James Head III, Brown University
Additional coding:
Hari Khalsa
Nick Musurca
Elevation Error
(lower is better)
Isometric:Same
qualitywith10%
fewerpolygons.
c, r S 2c r & 1, r 1
Grid space to memory:
c, r c rC
Row and column sizes:
R, C ; C 3 1; R 2 sin C 3, R odd
3
P
G
Indices:g=?,h=?,i=?
Weights:wG=,wH=?,wI=
Barycentric Interpolation
H
J=(1-)H + G
L=(1-)H+I
P=(1-)J+L
I
G
wG=1,wH=1,wI=
Example
Given P = (c, r)
Let u c c , v r r , p c r C
Example: odd row, up triangle
( r mod 2 1) and (u v)
g=p+C,h=p,i=g+1
=v, =u
3 other cases
Self-Shadowing is Hard
Problems:
Shadow maps are expensive for terrain
High fill rate
Future Work
Compute true Geo-mipmapped LOD in
hardware?
LOD w/ normal maps
Update shadow elevation in hardware?
Experiments with deformation and
destruction
Irregular Sampling
Regular
Irregular spacing
captures shape better:
Irregular