Title of article
Real-time tessellation of terrain on graphics hardware
Author/Authors
Ripolles، نويسنده , , Oscar and Ramos، نويسنده , , Francisco and Puig-Centelles، نويسنده , , Anna and Chover، نويسنده , , Miguel، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2012
Pages
9
From page
147
To page
155
Abstract
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU. The presented algorithm introduces a new adaptive tessellation scheme for managing the level of detail of the terrain mesh, avoiding the appearance of t-vertices that can produce visually disturbing artifacts. Previous solutions exploited the geometry shaderʹs capabilities to tessellate meshes from scratch. In contrast, we reuse the already calculated data to minimize the operations performed in the shader units. This feature allows us to increase performance through smart refining and coarsening. Finally, we also propose a framework to manage large DEMs as height maps.
Keywords
GPU , Real-time rendering , Level of detail , Tessellation , Terrain simulation
Journal title
Computers & Geosciences
Serial Year
2012
Journal title
Computers & Geosciences
Record number
2288534
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