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SP – ASC 2010 Participant Presentation. Lucas Guaycochea. Index. Who I am Where I am from Where I work My research project GPU-Based Terrain Rendering. Hi! My name is Lucas. I play football, mainly as a goalkeeper. I love asado , eating it! But sometimes I have to prepare it….
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SP – ASC 2010Participant Presentation Lucas Guaycochea
Index • Who I am • Where I am from • Where I work • My research project • GPU-Based Terrain Rendering
Hi! My name is Lucas I play football, mainly as a goalkeeper. I love asado, eating it! But sometimes I have to prepare it… This is my avatar : I’m a fan of River Plate
I’m from Argentina We are here, in São Paulo, Brazil I’m from Buenos Aires, Argentina
I work for CITEDEF • It is a Scientific and Technical Research Institute that belongs to the Department of Defense of Argentina. • I work in the computer graphics and simulation division. • We develop several training simulators. • We have developed our own simulation platform which involves a graphics engine and a middleware that allows distributed simulations.
Titled: GPU-Based Terrain Rendering My research project • The problem • Goals • Basis • Current work • Expected result • References
GPU-Based Terrain Rendering The problem: • Rendering a huge amount of data, as terrain models have, in real-time applications. • Reaching to a compromising solution between the detail within the terrain is represented and the time of processing the data to obtain each frame.
GPU-Based Terrain Rendering Goals: • Present a complete study of the evolution and the state-of-the-art of the terrain rendering techniques • Achieve a novel technique which takes advantage of modern GPUs capabilities.
GPU-Based Terrain Rendering Basis: • Geometry Clipmap introduced by Lossaso and Hoppe paper [1] • GPU Shader Model 4.0 [2] • DirectX 10 [3] • Some other ideas introduced in previous and newer techniques
GPU-Based Terrain Rendering Current Work: I am … • Analyzing the performance of Geometry Shader Stage. • Merging some ideas to support large and very detailed terrain models, with no-size limitation. • Including a visual perception model to manage Level-Of-Detail against observer velocity and distance.
GPU-Based Terrain Rendering Expected result: • A novel solution that satisfies the performance expected referring to visual quality and data management. • Results to conclude the suitability of using the geometry shader stage to this problem. And at least but not at last… MY COMPUTER ENGINEERING DEGREE !!!
GPU-Based Terrain Rendering References: [1] Frank Lossaso and Hugues Hoppe. “Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids.” ACM Transactions on Graphics (Proceedings of SIGGRAPH 2004) 23(3), pp. 769–776. [2] Suryakant Patidar, Shiben Bhattacharjee, Jag Mohan Singh and P. J. Narayanan. “Exploiting the Shader Model 4.0 Architecture”, Technical Report, IIIT Hyderabad, 2006. [3] Blythe, David. “The Direct3D 10 System”, in SIGGRAPH 2006 Proceedings, 2006, pp 724-734.
Thanks for your attention !!! Lucas. E-mail: lucas.guaycochea@gmail.com