在GPU上快速生成锥形地图

Gábor Valasek, Róbert Bán
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引用次数: 0

摘要

我们提出了一种高效的保守锥图生成算法,对于N × N维纹理,该算法的复杂度为Θ (n2 log N),而暴力破解方法的复杂度为Θ (n4)。这是通过在搜索锥孔时使用高度图的最大mip纹理来处理所有纹理来实现的,从而产生实时生成时间。此外,我们证明了丢弃相邻mip texels已经访问的区域大大拓宽了获得的锥,同时仍然是保守的。最后,我们提出了一种以牺牲保守性为代价进一步增大圆锥孔径切线的方法。在生成和渲染性能方面,我们将我们的方法与蛮力和放松锥贴图进行了比较。
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Quick Cone Map Generation on the GPU
We propose an efficient conservative cone map generation algorithm that has Θ ( N 2 log N ) complexity for textures of dimension N × N in contrast to the Θ ( 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.
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