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  • GPU Shader Model 4.0  • DirectX 10  • 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:  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.  Suryakant Patidar, Shiben Bhattacharjee, Jag Mohan Singh and P. J. Narayanan. “Exploiting the Shader Model 4.0 Architecture”, Technical Report, IIIT Hyderabad, 2006.  Blythe, David. “The Direct3D 10 System”, in SIGGRAPH 2006 Proceedings, 2006, pp 724-734.
Thanks for your attention !!! Lucas. E-mail: email@example.com