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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.
- 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