首页> 外文会议>International Conference on IT Convergence and Security >A Height-Map Based Terrain Rendering with Tessellation Hardware
【24h】

A Height-Map Based Terrain Rendering with Tessellation Hardware

机译:使用细分硬件的基于高度图的地形渲染

获取原文

摘要

The height-map is one of the most representative ways of 3D terrain rendering. Technically, the management of level-of-detail factors is the core of height-map rendering. We have a bundle of GPU-based level-of- detail management schemes for terrain renderings, in addition to the lots of CPU-based ones. From OpenGL 4.0 and DirectX 11, the hardware tessellation features are provided to dynamically control the level-of-detail objects. Though the hardware tessellation is a promising approach for the terrain rendering, it has some drawbacks to be widely used. In this paper, we present an efficient way of applying hardware tessellation techniques to the height-map based terrain rendering. Represented as tessellation shader programs, our approach also resolved the popping and the cracking drawbacks of the generic level-of-detail terrain rendering. Our approach can be enhanced with non- uniform patches and terrain flatness factors.
机译:高度图是3D地形渲染的最具代表性的方法之一。从技术上讲,详细程度因子的管理是高度图渲染的核心。除了许多基于CPU的细节渲染方案外,我们还有用于地形渲染的基于GPU的细节级别管理方案捆绑包。从OpenGL 4.0和DirectX 11开始,提供了硬件细分功能以动态控制详细程度对象。尽管硬件细分是用于地形渲染的一种有前途的方法,但它具有一些缺点,因此需要广泛使用。在本文中,我们提出了一种将硬件细分技术应用于基于高度图的地形渲染的有效方法。以细分曲面着色器程序的形式表示,我们的方法还解决了常规的详细级别的地形渲染的爆裂和开裂的弊端。我们的方法可以通过非均匀补丁和地形平坦度因子来增强。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号