DOI QR코드

DOI QR Code

바운딩 박스 세분화를 통한 지형 렌더링의 가속화

Acceleration of Terrain Rendering Using Bounding Box Subdivision

  • 이은석 (인하대학교 컴퓨터.정보공학과) ;
  • 이진희 (인하대학교 컴퓨터.정보공학과) ;
  • 조인우 (인하대학교 컴퓨터.정보공학과) ;
  • 신병석 (인하대학교 컴퓨터.정보공학과)
  • Lee, Eun-Seok (Dept. of Computer Science and Information Engineering, Inha University) ;
  • Lee, Jin-Hee (Dept. of Computer Science and Information Engineering, Inha University) ;
  • Jo, In-Woo (Dept. of Computer Science and Information Engineering, Inha University) ;
  • Shin, Byeong-Seok (Dept. of Computer Science and Information Engineering, Inha University)
  • 투고 : 2011.11.10
  • 심사 : 2010.12.05
  • 발행 : 2011.12.20

초록

최근의 3D게임이나 가상현실을 위한 지형 시각화 응용에서는 사실적인 장면을 렌더링 하기 위해 고화질 영상을 실시간에 제공하는 GPU기반의 광선투사법을 이용한다. 이 방법은 지형데이터의 크기가 증가할수록 샘플링 해야 하는 텍셀의 개수가 증가하기 때문에 렌더링 속도가 저하된다. 이러한 문제점을 해결하기 위해서 본 논문에서는 GPU에서 사진트리를 기반으로 수행되는 바운딩 박스 세분화를 이용하여 빈 공간이 제거된 바운딩 박스를 생성하고 이를 이용하여 광선투사법을 가속화하는 방법을 제안한다. 이 방법은 각 광선마다 빈 공간 도약을 위해 트리를 탐색하여 중복된 탐색연산을 수행해야 했던 기존의 방법과 달리 바운딩 박스를 이용하여 탐색 연산을 단 1번만 수행하도록 하여 수행속도를 가속화 하였다.

Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

키워드

참고문헌

  1. C. Dick, J. Krüger, R. Westermann, "GPU Ray-Casting for Scalable Terrain Rendering", In Proc. of Eurographics 2009, pp. 43-50, 2009.
  2. K. Oh, H. Ki, C. Lee, "Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid", In Proc. of the ACM symposium on Virtual Reality Software and Technology, pp 75-82, 2006.
  3. A. Tevs, I. Ihrke, H. P. Seidel, "Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering", In Proc. of the ACM Symposium on Interactive 3D Graphics and Games, pp. 183-190, 2008.
  4. Microsoft: DirectX Software Development Kit. http://www.microsoft.com/directx, Nov 2008. "RaycastTerrain Sample".
  5. D. Blythe, "The Direct3D 10 System", ACM, 2006.
  6. P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, G. Turner, "Real-time, Continuous Level-of-Detail Rendering of Height Fields", In Proc. of ACM Siggraph 96, pp. 109-118, 1996.
  7. M. Duchaineau, M. Wolinsky, D. Sigeti, M. Miller, C. Aldrich, M. Mineev-Weinstein, "ROAMing terrain: real-time optimally adapting meshes", In Proc. of Visualization '97, pp.81-88 ,1997.
  8. F. Policarpo, M. M. Oliveira, J. Comba, "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces", In Proc. of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 359-368. 2005.
  9. Z. Brawley and N. Tatarchuk, "Parallax occlusion mapping: Self-shadowing, perspective-correct bump mapping using reverse height map tracing", In ShaderX3: Advanced Rendering with DirectX and OpenGL, pp 135-154, 2004.
  10. N. Tatarchuk, "Dynamic parallax occlusion mapping with approximate soft shadows", In Proc. of the ACM Symposium on Interactive 3D Graphics and Games, pp. 63-69, 2006.
  11. J. Dummer, "Cone step mapping:An iterative ray-heightfield intersection algorithm", http://www.lonesock.net/files/ConeStepMappin g.pdf, 2006.
  12. W, Donnelly, "Per-Pixel Displacement Mapping with Distance Functions", GPU Gems, vol. 2. Addison-Wesley, 2005,
  13. Z. Fehér, "Terrain Rendering with the Combination of Mesh Simplification and Displacement Mapping", In Proc. of CESCG 2010: The 14th Central European Seminar on Computer Graphics, 2010.
  14. E.S. Lee, B.S. Shin, "Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU", IEICE TRANSACTIONS on Information and Systems, Vol. .E94-D, No.1 pp.137-145, 2011. https://doi.org/10.1587/transinf.E94.D.137