Real-time rendering for massive terrain data using GPUs

  • Lee, I.; 
  • Kang, K.-K.; 
  • Lee, J.-W.; 
  • Kim, D.

초록

Real-time rendering for massive terrain data is a challenging work. Previous GPUs are not suitable for rendering massive mesh data. Recently, with tessellation shaders and geometry shader added on a GPU, it is possible to tessellate triangles or quad patches to improve geometrical features of mesh objects. In this paper, we propose a massive terrain rendering technique in real-time using GPUs. We made displacement and normal map from massive terrain data on the GPU. As a result, we could tessellate a coarse base mesh with a high resolution texture as displacement map and normal map for shading from massive terrain data. © 2012 IEEE.

제목
Real-time rendering for massive terrain data using GPUs
저자
Lee, I.; Kang, K.-K.; Lee, J.-W.; Kim, D.
DOI
10.1109/ICCCSN.2012.6215710
발행일
2012
학회명
International Conference on Cloud Computing and Social Networking 2012: Cloud Computing and Social Networking for Smart and Productive Society, ICCCSN 2012
개최지
Bandung
학회 개최일
2012-04-26 ~ 2012-04-27