Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU
نویسندگان
چکیده
منابع مشابه
Terrain Rendering Using GPU-Based Geometry Clipmaps
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for rendering terrains. It caches terrain geometry in a set of nested regular grids, which are incrementally shifted as the viewer moves. The grid structure provides a number of benefits over previous irregular-mesh techniques: simplicity of data structures, smooth visual transitions, steady rendering r...
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A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time frame rates. The brute force approach is usually too complex for real-time frame rates to be achieved. Several terrain-rendering techniques have been proposed that use Level of Detail (LOD) to generate a simplified representation of a terrain. The geometry clipmap is a recently proposed approach ...
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Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of rendering terrain at varying levels of detail (LOD). Recent advances in graphics hardware allow a significant portion of geometry clipmap processing to be done on the GPU, making the performance even better. This paper explores implementing geometry clipmaps on the GPU and discusses the optimizations a...
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ژورنال
عنوان ژورنال: IEICE Transactions on Information and Systems
سال: 2011
ISSN: 0916-8532,1745-1361
DOI: 10.1587/transinf.e94.d.137