Quick Cone Map Generation on the GPU
Abstract
We propose an efficient conservative cone map generation algorithm that has T(N^2 logN) complexity for textures of dimension N ×N in contrast to the T(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.
BibTeX
@inproceedings {10.2312:egs.20221021,
booktitle = {Eurographics 2022 - Short Papers},
editor = {Pelechano, Nuria and Vanderhaeghe, David},
title = {{Quick Cone Map Generation on the GPU}},
author = {Valasek, Gábor and Bán, Róbert},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-169-4},
DOI = {10.2312/egs.20221021}
}
booktitle = {Eurographics 2022 - Short Papers},
editor = {Pelechano, Nuria and Vanderhaeghe, David},
title = {{Quick Cone Map Generation on the GPU}},
author = {Valasek, Gábor and Bán, Róbert},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-169-4},
DOI = {10.2312/egs.20221021}
}