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Title: Programming/Graphics/Algorithms and Data Structures - Xvox demo Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided |
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Xvox demo Xvoxdemo Download demoDownload sourceTechnical document With theadvent of GPUs equipped with vertex shader processors, new ways of doing thingshave been made possible. Displacement mapping and depth-adaptive tessellationare some of the newest developments in hardware accelerated 3D graphics. Theyrepresent the equivalent of bump mapping and higher order surfaces, but takenone step further. The former technologies are planned for inclusion in DX9capable hardware. Gamedevelopers are very excited about these new technologies, but they are facedwith market realities where the mainstream has only just begun to adopt DX8capable graphics boards. Extensive research on my behalf has led to an enginethat is capable of trilinear displacement mapping with depth-adaptivetessellation and this on DX8 capable hardware. The results you can experiencewith the Xvox demo that shows the case for terrain rendering. The enginemakes heavily use of the vertex shader processors, taking the load off the CPU.The displacement mapping is somewhat comparable to trilinear texture filtering.There are several mip-levels, each at a lower resolution. Instead of texels,the mipmap values now correspond to quadrangle geometry. For texture maps thevalues are the colors of the texel corners, for displacement maps the valuesare the height of the quadrangle corners. There areseveral ways of using mipmaps. The goal of all methods is to show distantobjects with less detail. This increases rendering speed and reduces aliasing.The most crude way is to switch the complete map from one level to a lower orhigher detail level. The effect is rather disturbing as the switching is verynoticeable. A more refined way is per vertex switching. The effect is lessnoticeable, you can compare this to bilinear texture filtering where you cansee a line between the different mipmaps. A high quality method is trilinear filtering where you smoothlyinterpolate, per vertex, between the different mipmaps. The Xvox demo usestrilinear displacement map filtering. This is completely handled by the vertexshaders and thus there is no load on the CPU. Sometechnical data: Triangle rate is around 35 million triangles per second on a GF4, 50 million on a 9700 The storage requirements on the graphics board are 4 bytes per vertex, per mipmap level. The displacements values are 16 bit Each mipmap level has half the vertices of the previous one The latterfact may seem odd. With texture mipmaps the maps are a quarter size theprevious level. The displacement maps here each are 45 degrees rotated relativeto a previous level. Compared to ususal mipmapping this results in a smootherand cleaner transition between miplevels, Demo scene The demoshows a terrain make up with a 1024x1024 displacement and texture map. Thesemaps are repeated to make the scene very large. You can view the landscape fromvery near or very far. The engine applies the depth adaptive tessellation sothat the framerate always is high and the number of triangles around 300thousand per frame and this independent of the viewing position. Because of the trilinear displacementmapping the geometry is smoothly morphed into less detailed geometry as theviewing distance increases. You can view this geomorphing in action when switchingto wireframe mode (W key). With a lower level of detail you can exactly seewhat happens under the hood. Threenumbers are shown : TPS: triangles per second, in millions TPF: triangles per frame in thousands FPS: frames per second The demouses triple buffering with waiting for vsync in full screen mode. If in fullscreen mode you notice a significant drop in triangles per second because ofwaiting for vsync you may be able to increase the level of detail withoutlosing frames (F3/F4).You mayalso switch of waiting for vsync (V key), this will also result in doublebuffering, saving precious video memory at very high resolutions. Autolod feature Theautomatic level of detail feature (A key) will adapt the scene complexity perframe to achieve 60 frames per seconds animation. This gives fluid animation onall video cards. Faster video cards will draw many more triangles per frame,rendering at highest possible geometric detail for a 60 Hz animation rate.Notice thatthe 60 Hz can be different from the display refresh rate. In full screen modeyou may need to switch of waiting for vsync, especially when the displayrefresh rate is 60 Hz or lower. Controls F1 For help D View the built in demo F2 Switch to another display mode F3/F4 Change the level of detail with (keep key pressed) Mouse and keypad to move. A Toggle 60 Hz (frames per second) autolod mode V Toggle waiting for vsync W Toggle wireframe F Toggle walk/fly. J Make a jump when walking. Somepictures Next imageis drawn with 200 thousand triangles. Without depth adaptive tessellation over30 million triangles would be required Depthadavtive tessellation in action. Three levels of detail are shown. They aredrawn with 86, 107 and 160 thousand triangles. 86.000 triangles 107.000 triangles 160.000 triangles For moreinformation: mailto:javl@belgacom.net |
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Trilinear | displacement | mapping | and | depth | addaptive | tessellation | with | DX8. | Terrain | rendering | example | provided |
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Xvox demo 2008 October
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Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
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