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Compressed Facade Displacement Maps
Ali, S.   Jieping Ye   Razdan, A.   Wonka, P.  
AMD, Santa Clara, CA;

This paper appears in: Visualization and Computer Graphics, IEEE Transactions on
Publication Date: March-April 2009
Volume: 15,  Issue: 2
On page(s): 262-273
ISSN: 1077-2626
INSPEC Accession Number: 10416657
Digital Object Identifier: 10.1109/TVCG.2008.98
First Published: 2008-08-01
Current Version Published: 2009-01-20

Abstract
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.

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