• DocumentCode
    2019666
  • Title

    Terrain rendering technology based on vertex texture

  • Author

    Wenquan, Sun ; Liyu, Tang ; Chongcheng, Chen ; Gang, Chen

  • Author_Institution
    Spatial Inf. Res. Center of Fujian Province, Fuzhou Univ., Fuzhou, China
  • fYear
    2010
  • fDate
    23-25 Nov. 2010
  • Firstpage
    230
  • Lastpage
    233
  • Abstract
    According to the Vertex Texture Fetch technology in Shader Model 3.0, we designed a terrain rendering algorithm based on vertex texture. The algorithm storages the data of terrain as vertex texture, and get elevation value through the vertex shaders. During rendering phase a group of nested grids are built centeredly around current viewpoint. Elevation values are sampled from the vertex texture according to two-dimensional coordinates of the grids. Then the whole data are sent to GPU for rendering. The algorithm can reduce the CPU load and make full use of the powerful float computing and programmability feature.
  • Keywords
    image texture; rendering (computer graphics); CPU; GPU; Shader Model 3.0; Vertex Texture Fetch technology; algorithm storages; terrain rendering technology; two-dimensional coordinates; Algorithm design and analysis; Buffer storage; Graphics processing unit; Image color analysis; Indexes; Rendering (computer graphics); Snow;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Audio Language and Image Processing (ICALIP), 2010 International Conference on
  • Conference_Location
    Shanghai
  • Print_ISBN
    978-1-4244-5856-1
  • Type

    conf

  • DOI
    10.1109/ICALIP.2010.5684967
  • Filename
    5684967