video (12MB)
I definitely enjoyed this project. We build a portal engine using a concept similar to binary space partition used in quake. Some features of the engine are:
I3D 2006 papervideo (24MB)
abstract
In this paper, we propose a new technique for hardware accelerated
multi-resolution geometry synthesis. The level of detail for a
given viewpoint is created on-the-fly, allowing for an almost
unlimited model resolution in rendering without excessive memory
usage. The models consist of regularly sampled rectangular
patches that are subdivided hierarchically by a programmable
shader in order to create different levels of resolution. The approach
is inherently parallel and lends itself to an implementation
on vector processor-like parallel architectures. We demonstrate
this property by an implementation on programmable graphics
hardware. This implementation shows a substantial performance
benefit over a CPU-based implementation by up to more than an
order of magnitude. We apply the framework to rendering of
smooth surfaces and to rendering of complexly structured fractal
landscapes using a novel multi-channel fractal subdivision technique.
Due to the hardware acceleration, it is possible to perform
interactive editing and walkthroughs of such scenes in real-time.
some results