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Terrain Rendering and Level of Detail (LOD) using Stream Processors on GPU

Terrain Rendering and Level of Detail (LOD) using Stream Processors on GPU. Meghashyam Boyapati. About me. Working as Research Programmer at La Trobe University I had my Masters in Computer Science from La Trobe University

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Terrain Rendering and Level of Detail (LOD) using Stream Processors on GPU

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  1. Terrain Rendering and Level of Detail (LOD) using Stream Processors on GPU MeghashyamBoyapati

  2. About me • Working as Research Programmer at La Trobe University • I had my Masters in Computer Science from La Trobe University • My Interests are ‘Real-time Rendering’ and ‘Constructive Solid Geometry’ in Computer Graphics

  3. Outline • Overview of Terrain Generation Algorithms and LOD techniques for Terrains • Stream Processing • Various Game Engine Terrain Algorithms • My Research

  4. Level of Detail for Terrain Generation Algorithms • Fractal Terrain • Fault Formation • Midpoint Displacement Algorithm • Particle Disposition Algorithm • Various level of detail • Discrete Level of Detail • Continuous level of Detail • View dependent level of detail • CLOD • Quadtrees • ROAM

  5. Height map • Buffer pointer • Size of Height map • 128 * 128 • X axis and Z axis

  6. Fractal Terrain • Fault Formation • Generate a random line • Generate a random height and add to one of the sides • Decrease the height value every iteration linearly from the second pass • Height= Max - ( ( Max-Min )*Iterator)/NumIterations; [1] • Suitable for hills and plateaus. • Time complexity O(n2) • Midpoint Displacement • plasma fractal or diamond-square algorithm. • Dimensions must be power of 2 • Midpoint of the adjacent vertices • Add a random displacement to the midpoint • Both are not able to represent caves and other architectures due to height map configuration

  7. Progressive Meshes • Hughes Hoppe, Microsoft research • A Coarser mesh M0 together with a sequence of ‘n’ detailed records. • Vertex split • Vertex Collapse • Each record stores information associated with vertex split • Represents discrete and scalar attributes required for overall appearance rather than geometry of the surface • Used in DirectX • Another technique called View dependent Progressive meshes is used to refine M0 to Mn based on the viewing frustum • For terrain he created another technique ‘Smooth view-dependent LOD control and its application to terrain rendering’

  8. Quadtrees • The rectangular region is divided into 4 smaller rectangles • The process is iterated until a desired LOD is attained. • It can cause cracks and T-Joints as with hoppe approach

  9. Stream Processing • Streams • Kernels, Nodes in a graph • Local memory reused for I/O streams to minimise external memory bandwidth • No read write operation or external DMA usage while processing streams • Temporary values in kernel are stored Local • Hide costs of memory access using parallelism • Advantages • Explicitly express data dependencies • Exposes parallelism

  10. Computational Primitives in Stream Processing • Read only memory (input streams) • Random Access read only (gather) • Per data element Interpolants • Temperory storage • Map • map(A, f) = applies f(x) to all ai∈ A • F(x) = shader programs • A = Texture, quad • ai = texels, pixels • Gather X = a[i] • Scatter A[i] = X • Reductions • reduce(op, s) returns a0 ⊕ a1 ⊕ … ⊕ an-1 • Op = ⊕, *, avg • Example:reduce(+, [3 1 7 0 4 1 6 3]) = 25 • Scan (parallel prefix) • Given: – Binary associative operator ⊕ with identity I – Ordered set s = [a0, a1, …, an-1] of n elements • scan(⊕, s) returns [I, a0, (a0 ⊕ a1), …, (a0 ⊕ a1 ⊕ … ⊕ an-1)] • Min, Max • Sort, search, … • No Conditional Operations

  11. Various Game Engine Techniques • OGRE • CLOD • GameBryo • CLOD • Unreal • CLOD • Splatting • Anno

  12. Terrain Generation on SIMD • Create a height map texture array • Subdivide() • Select random fragments and displace their height values • Surrounding fragments • Filter (erosion)

  13. Thank You Any Questions?

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