dc.contributor.author | Valasek, Gábor | en_US |
dc.contributor.author | Bán, Róbert | en_US |
dc.contributor.editor | Pelechano, Nuria | en_US |
dc.contributor.editor | Vanderhaeghe, David | en_US |
dc.date.accessioned | 2022-04-22T08:16:09Z | |
dc.date.available | 2022-04-22T08:16:09Z | |
dc.date.issued | 2022 | |
dc.identifier.isbn | 978-3-03868-169-4 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | https://doi.org/10.2312/egs.20221021 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egs20221021 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Computing methodologies --> Ray tracing; Shape modeling | |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing | |
dc.subject | Shape modeling | |
dc.title | Quick Cone Map Generation on the GPU | en_US |
dc.description.seriesinformation | Eurographics 2022 - Short Papers | |
dc.description.sectionheaders | Image and Video | |
dc.identifier.doi | 10.2312/egs.20221021 | |
dc.identifier.pages | 13-16 | |
dc.identifier.pages | 4 pages | |