Interactive Editing of GigaSample Terrain Fields
Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be...
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| Published in: | Computer graphics forum Vol. 31; no. 2pt2; pp. 383 - 392 |
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| Main Authors: | , , , |
| Format: | Journal Article |
| Language: | English |
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Oxford, UK
Blackwell Publishing Ltd
01.05.2012
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray‐casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level‐of‐detail rendering of terrain fields comprised of several hundreds of gigasamples. |
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| AbstractList | Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray-casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level-of-detail rendering of terrain fields comprised of several hundreds of gigasamples. [PUBLICATION ABSTRACT] Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray‐casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level‐of‐detail rendering of terrain fields comprised of several hundreds of gigasamples. |
| Author | Treib, Marc Westermann, Rüdiger Auer, Stefan Reichl, Florian |
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| References | Bruneton E., Neyret F.: Real-time rendering and editing of vector-based terrains. Computer Graphics Forum 27, 2 (2008), 311-320. 3 Taubman D. S., Marcellin M. W.: JPEG 2000: Image Compression Fundamentals, Standards and Practice. Kluwer Academic Publishers, 2001. 3 Wang X., Zheng X., Yin Q.: Large scale terrain compression and real-time rendering based on wavelet transform. In Proc. Computational Intelligence and Security (CIS) (2008), vol. 2, pp. 489-493. 3 Podlozhnyuk V.: Histogram calculation in CUDA. NVIDIA Corp., 2007. 7 Van Der Laan W.J., Jalba A. C., Roerdink J. B. T. M.: Accelerating wavelet lifting on graphics hardware using CUDA. IEEE Trans. Parallel and Distributed Systems 22, 1 (2011), 132-146. 2, 3, 5 Tenllado C., Setoain J., Prieto M., Pinuel L., Tirado F.: Parallel implementation of the 2D discrete wavelet transform on graphics processing units: Filter bank versus lifting. IEEE Trans. Parallel and Distributed Systems 19, 3 (2008), 299-310. 3 Dick C., Schneider J., Westermann R.: Efficient geometry compression for GPU-based decoding in realtime terrain rendering. Computer Graphics Forum 28, 1 (2009), 67-83. 2, 3 Gobbetti E., Marton F., Cignoni P., Di Benedetto M., Ganovelli F.: C-BDAM - compressed batched dynamic adaptive meshes for terrain rendering. Computer Graphics Forum 25, 3 (2006), 333-342. 2 Malvar H., Sullivan G.: YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range. Joint Video Team (JVT) of ISO/IEC MPEG & ITU-T VCEG, 2003. 5 Van Waveren J. M. P., Castaño I.: Real-Time YCoCg-DXT Compression. Tech. rep., id Software, Inc. and NVIDIA Corp., 2007. 2, 3 Cohen A., Daubechies I., Feauveau J. C.: Biorthogonal bases of compactly supported wavelets. Comm. on Pure and Applied Mathematics 45, 5 (1992), 485-560. 5 Wong T.-T., Leung C.-S., Heng P.-A., Wang J.: Discrete wavelet transform on consumer-level graphics hardware. IEEE Trans. Multimedia 9, 3 (2007), 668-673. 3 Abu-Mostafa Y. S., McEliece R. J.: Maximal codeword lengths in huffman codes. Computers & Mathematics with Applications 39, 11 (2000), 129-134. 7 Pradhan B., Sandeep K., Mansor S., Ramli A. R., Sharif A. R. B. M.: Second generation wavelets based GIS terrain data compression using Delaunay triangulation. Engineering Computations 24, 2 (2007), 200-213. 3 Van Waveren J. M. P.: Real-Time Texture Streaming & Decompression. Tech. rep., id Software, Inc., 2006. 8 Pajarola R., Gobbetti E.: Survey of semi-regular multiresolution models for interactive terrain rendering. Visual Computer 23, 8 (2007), 583-605. 1, 2 Lambers M., Kolb A.: Dynamic terrain rendering. 3D Research 1, 4 (2010), 1-8. 2 Atlan S., Garland M.: Interactive multiresolution editing and display of large terrains. Computer Graphics Forum 25, 2 (2006), 211-223. 2 2010; 1 2000; 39 2001 2011 2010 2008; 19 2006; 25 2008; 27 2009 2008 2007; 9 2007 2011; 22 1995 2006 2003 2002 2008; 2 1992; 45 2007; 23 2007; 24 2009; 28 Taubman D. S. (e_1_2_8_33_2) 2001 e_1_2_8_28_2 e_1_2_8_29_2 e_1_2_8_23_2 Van Waveren J. M. P. (e_1_2_8_36_2) 2006 e_1_2_8_25_2 e_1_2_8_26_2 e_1_2_8_9_2 Van Waveren J. M. P. (e_1_2_8_37_2) 2007 e_1_2_8_2_2 e_1_2_8_4_2 e_1_2_8_3_2 e_1_2_8_6_2 e_1_2_8_5_2 e_1_2_8_8_2 e_1_2_8_7_2 e_1_2_8_20_2 e_1_2_8_21_2 e_1_2_8_22_2 e_1_2_8_16_2 e_1_2_8_17_2 e_1_2_8_38_2 e_1_2_8_18_2 e_1_2_8_19_2 Wang X. (e_1_2_8_39_2) 2008; 2 e_1_2_8_12_2 e_1_2_8_35_2 e_1_2_8_13_2 e_1_2_8_34_2 e_1_2_8_14_2 Sengupta S. (e_1_2_8_31_2) 2011 e_1_2_8_15_2 Podlozhnyuk V. (e_1_2_8_27_2) 2007 Malvar H. (e_1_2_8_24_2) 2003 e_1_2_8_30_2 e_1_2_8_10_2 e_1_2_8_11_2 e_1_2_8_32_2 |
| References_xml | – reference: Dick C., Schneider J., Westermann R.: Efficient geometry compression for GPU-based decoding in realtime terrain rendering. Computer Graphics Forum 28, 1 (2009), 67-83. 2, 3 – reference: Gobbetti E., Marton F., Cignoni P., Di Benedetto M., Ganovelli F.: C-BDAM - compressed batched dynamic adaptive meshes for terrain rendering. Computer Graphics Forum 25, 3 (2006), 333-342. 2 – reference: Cohen A., Daubechies I., Feauveau J. C.: Biorthogonal bases of compactly supported wavelets. Comm. on Pure and Applied Mathematics 45, 5 (1992), 485-560. 5 – reference: Taubman D. S., Marcellin M. W.: JPEG 2000: Image Compression Fundamentals, Standards and Practice. Kluwer Academic Publishers, 2001. 3 – reference: Wong T.-T., Leung C.-S., Heng P.-A., Wang J.: Discrete wavelet transform on consumer-level graphics hardware. IEEE Trans. Multimedia 9, 3 (2007), 668-673. 3 – reference: Wang X., Zheng X., Yin Q.: Large scale terrain compression and real-time rendering based on wavelet transform. In Proc. Computational Intelligence and Security (CIS) (2008), vol. 2, pp. 489-493. 3 – reference: Malvar H., Sullivan G.: YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range. Joint Video Team (JVT) of ISO/IEC MPEG & ITU-T VCEG, 2003. 5 – reference: Van Der Laan W.J., Jalba A. C., Roerdink J. B. T. M.: Accelerating wavelet lifting on graphics hardware using CUDA. IEEE Trans. Parallel and Distributed Systems 22, 1 (2011), 132-146. 2, 3, 5 – reference: Bruneton E., Neyret F.: Real-time rendering and editing of vector-based terrains. Computer Graphics Forum 27, 2 (2008), 311-320. 3 – reference: Atlan S., Garland M.: Interactive multiresolution editing and display of large terrains. Computer Graphics Forum 25, 2 (2006), 211-223. 2 – reference: Lambers M., Kolb A.: Dynamic terrain rendering. 3D Research 1, 4 (2010), 1-8. 2 – reference: Abu-Mostafa Y. S., McEliece R. J.: Maximal codeword lengths in huffman codes. Computers & Mathematics with Applications 39, 11 (2000), 129-134. 7 – reference: Tenllado C., Setoain J., Prieto M., Pinuel L., Tirado F.: Parallel implementation of the 2D discrete wavelet transform on graphics processing units: Filter bank versus lifting. IEEE Trans. Parallel and Distributed Systems 19, 3 (2008), 299-310. 3 – reference: Podlozhnyuk V.: Histogram calculation in CUDA. NVIDIA Corp., 2007. 7 – reference: Pradhan B., Sandeep K., Mansor S., Ramli A. R., Sharif A. R. B. M.: Second generation wavelets based GIS terrain data compression using Delaunay triangulation. Engineering Computations 24, 2 (2007), 200-213. 3 – reference: Pajarola R., Gobbetti E.: Survey of semi-regular multiresolution models for interactive terrain rendering. Visual Computer 23, 8 (2007), 583-605. 1, 2 – reference: Van Waveren J. M. P.: Real-Time Texture Streaming & Decompression. Tech. rep., id Software, Inc., 2006. 8 – reference: Van Waveren J. M. P., Castaño I.: Real-Time YCoCg-DXT Compression. Tech. rep., id Software, Inc. and NVIDIA Corp., 2007. 2, 3 – volume: 25 start-page: 333 issue: 3 year: 2006 end-page: 342 article-title: C‐BDAM – compressed batched dynamic adaptive meshes for terrain rendering publication-title: Computer Graphics Forum – year: 2011 – volume: 1 start-page: 1 issue: 4 year: 2010 end-page: 8 article-title: Dynamic terrain rendering publication-title: 3D Research – start-page: 35 year: 2009 end-page: 42 – year: 2009 – start-page: 161 year: 2010 end-page: 168 – volume: 25 start-page: 211 issue: 2 year: 2006 end-page: 223 article-title: Interactive multiresolution editing and display of large terrains publication-title: Computer Graphics Forum – volume: 24 start-page: 200 issue: 2 year: 2007 end-page: 213 article-title: Second generation wavelets based GIS terrain data compression using Delaunay triangulation publication-title: Engineering Computations – year: 2007 – year: 2001 – volume: 45 start-page: 485 issue: 5 year: 1992 end-page: 560 article-title: Biorthogonal bases of compactly supported wavelets publication-title: Comm. on Pure and Applied Mathematics – year: 2003 – start-page: 151 year: 2002 end-page: 160 – volume: 39 start-page: 129 issue: 11 year: 2000 end-page: 134 article-title: Maximal codeword lengths in huffman codes publication-title: Computers & Mathematics with Applications – volume: 23 start-page: 583 issue: 8 year: 2007 end-page: 605 article-title: Survey of semi‐regular multiresolution models for interactive terrain rendering publication-title: Visual Computer – volume: 27 start-page: 311 issue: 2 year: 2008 end-page: 320 article-title: Real‐time rendering and editing of vector‐based terrains publication-title: Computer Graphics Forum – start-page: 65 year: 2010 end-page: 73 – start-page: 413 year: 2011 end-page: 442 – year: 2010 – start-page: 98 year: 2010 end-page: 104 – start-page: 55 year: 2009 end-page: 62 – volume: 9 start-page: 668 issue: 3 year: 2007 end-page: 673 article-title: Discrete wavelet transform on consumer‐level graphics hardware publication-title: IEEE Trans. Multimedia – start-page: 418 year: 2007 end-page: 422 – volume: 28 start-page: 67 issue: 1 year: 2009 end-page: 83 article-title: Efficient geometry compression for GPU‐based decoding in realtime terrain rendering publication-title: Computer Graphics Forum – start-page: 551 year: 2008 end-page: 559 – start-page: 37 year: 2007 end-page: 44 – year: 2008 – volume: 19 start-page: 299 issue: 3 year: 2008 end-page: 310 article-title: Parallel implementation of the 2D discrete wavelet transform on graphics processing units: Filter bank versus lifting publication-title: IEEE Trans. Parallel and Distributed Systems – year: 2006 – start-page: 43 year: 2009 end-page: 50 – start-page: 153 year: 1995 end-page: 160 – volume: 2 start-page: 489 year: 2008 end-page: 493 article-title: Large scale terrain compression and real‐time rendering based on wavelet transform publication-title: Proc. Computational Intelligence and Security (CIS) – start-page: 26 year: 2009 end-page: 35 – volume: 22 start-page: 132 issue: 1 year: 2011 end-page: 146 article-title: Accelerating wavelet lifting on graphics hardware using CUDA publication-title: IEEE Trans. Parallel and Distributed Systems – ident: e_1_2_8_21_2 doi: 10.1145/1730804.1730815 – ident: e_1_2_8_35_2 doi: 10.1109/TPDS.2010.143 – ident: e_1_2_8_16_2 – ident: e_1_2_8_32_2 – ident: e_1_2_8_5_2 doi: 10.1007/978-3-642-14122-5_6 – ident: e_1_2_8_17_2 doi: 10.1111/j.1467-8659.2006.00952.x – ident: e_1_2_8_19_2 – ident: e_1_2_8_8_2 – volume-title: JPEG 2000: Image Compression Fundamentals, Standards and Practice year: 2001 ident: e_1_2_8_33_2 – ident: e_1_2_8_30_2 – ident: e_1_2_8_12_2 doi: 10.1002/cpa.3160450502 – start-page: 413 volume-title: Scientific Computing with Multicore and Accelerators year: 2011 ident: e_1_2_8_31_2 – ident: e_1_2_8_10_2 doi: 10.1109/ICVGIP.2008.85 – ident: e_1_2_8_4_2 doi: 10.1016/S0898-1221(00)00119-X – volume-title: YCoCg‐R: A Color Space with RGB Reversibility and Low Dynamic Range year: 2003 ident: e_1_2_8_24_2 – ident: e_1_2_8_18_2 – ident: e_1_2_8_23_2 doi: 10.1007/3DRes.04(2010)01 – volume-title: Real‐Time Texture Streaming & Decompression year: 2006 ident: e_1_2_8_36_2 – ident: e_1_2_8_26_2 doi: 10.1007/s00371-007-0163-2 – ident: e_1_2_8_34_2 doi: 10.1109/TPDS.2007.70716 – ident: e_1_2_8_9_2 doi: 10.1111/j.1467-8659.2008.01128.x – ident: e_1_2_8_13_2 doi: 10.1145/1536513.1536532 – ident: e_1_2_8_11_2 – ident: e_1_2_8_20_2 – ident: e_1_2_8_3_2 – ident: e_1_2_8_28_2 doi: 10.1108/02644400710729572 – ident: e_1_2_8_25_2 – ident: e_1_2_8_29_2 doi: 10.1145/218380.218437 – ident: e_1_2_8_14_2 – ident: e_1_2_8_22_2 – ident: e_1_2_8_7_2 – volume: 2 start-page: 489 year: 2008 ident: e_1_2_8_39_2 article-title: Large scale terrain compression and real‐time rendering based on wavelet transform publication-title: Proc. Computational Intelligence and Security (CIS) – volume-title: Real‐Time YCoCg‐DXT Compression year: 2007 ident: e_1_2_8_37_2 – volume-title: Histogram calculation in CUDA year: 2007 ident: e_1_2_8_27_2 – ident: e_1_2_8_2_2 doi: 10.1111/j.1467-8659.2006.00936.x – ident: e_1_2_8_6_2 doi: 10.1145/1229390.1229396 – ident: e_1_2_8_38_2 doi: 10.1109/TMM.2006.887994 – ident: e_1_2_8_15_2 doi: 10.1111/j.1467-8659.2008.01298.x |
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| Title | Interactive Editing of GigaSample Terrain Fields |
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