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
Link To Document