Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast As 2006
DOI: 10.1145/1174429.1174448
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Interactive landscape visualization using GPU ray casting

Abstract: Figure 1: Rendering a landscape with orthophotographic data. Left: textured and unlit. Center: textured and lighted. Right: The GPU ray casting approach presented in this paper. AbstractThis paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with the number of pixels rather than the complexity of the landsc… Show more

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Cited by 9 publications
(8 citation statements)
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References 30 publications
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“…Sometimes ray-casting, which is primarily used in volume rendering, is used for urban rendering, for example, Crassin et al [2009] and Zhou et al [2008]. GPU-based ray casting has also been used for rendering height fields [Mantler and Jeschke 2006;Dick et al 2009]; for adding surface details [Jeschke et al 2007]; and for rendering urban models [Ali et al 2009;Marvie et al 2011;Cignoni et al 2007]. …”
Section: Related Workmentioning
confidence: 99%
“…Sometimes ray-casting, which is primarily used in volume rendering, is used for urban rendering, for example, Crassin et al [2009] and Zhou et al [2008]. GPU-based ray casting has also been used for rendering height fields [Mantler and Jeschke 2006;Dick et al 2009]; for adding surface details [Jeschke et al 2007]; and for rendering urban models [Ali et al 2009;Marvie et al 2011;Cignoni et al 2007]. …”
Section: Related Workmentioning
confidence: 99%
“…This drastically reduces the geometric complexity, but the distribution of trees and the forest boundaries are difficult to control below the scale of patches. The canopy can also be represented with a height field, rendered with relief mapping [MJ06]. User control is easier but only far views are supported.…”
Section: Forest Representationsmentioning
confidence: 99%
“…Each pass of our algorithm is performed on a differentpositive-axis of the tridimensional space (+X, +Y, and +Z), applying a technique known as ray casting to obtain the volumetric information [17]. This technique involves the testing of the intersection between multiple lines (called rays) and the surface of a model and has been widely used in computer graphics for multiple purposes [18], [19], [20].…”
Section: Fault-tolerant Voxelizationmentioning
confidence: 99%