使用gpu实时渲染大量地形数据

In Lee, Kyung-Kyu Kang, Jaewoon Lee, Dongho Kim
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引用次数: 1

摘要

海量地形数据的实时渲染是一项具有挑战性的工作。以前的gpu不适合渲染大量网格数据。最近,在GPU上添加了镶嵌着色器和几何着色器,可以对三角形或四边形进行镶嵌,以改善网格对象的几何特征。本文提出了一种基于gpu的大规模实时地形绘制技术。我们利用GPU上的大量地形数据制作了位移和法线贴图。因此,我们可以将一个具有高分辨率纹理的粗糙基础网格细分为位移图和法线图,用于从大量地形数据中绘制阴影。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time rendering for massive terrain data using GPUs
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.
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