Valasek, GáborBán, RóbertPelechano, NuriaVanderhaeghe, David2022-04-222022-04-222022978-3-03868-169-41017-4656https://doi.org/10.2312/egs.20221021https://diglib.eg.org:443/handle/10.2312/egs20221021We 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.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies --> Ray tracing; Shape modelingComputing methodologiesRay tracingShape modelingQuick Cone Map Generation on the GPU10.2312/egs.2022102113-164 pages