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Compressed Facade Displacement Maps

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4 Author(s)
Ali, S. ; AMD, Santa Clara, CA ; Jieping Ye ; Razdan, A. ; Wonka, P.

We describe an approach to render massive urban models. To prevent a memory transfer bottleneck we propose to render the models from a compressed representation directly. Our solution is based on rendering crude building outlines as polygons and generating details by ray-tracing displacement maps in the fragment shader. We demonstrate how to compress a displacement map so that a decompression algorithm can selectively and quickly access individual entries in a fragment shader. Our prototype implementation shows how a massive urban model can be compressed by a factor of 85 and outperform a basic geometry-based renderer by a factor of 50 to 80 in rendering speed.

Published in:

Visualization and Computer Graphics, IEEE Transactions on  (Volume:15 ,  Issue: 2 )

Date of Publication:

March-April 2009

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