منابع مشابه
Terrain Rendering Using Geometry Clipmaps
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 ...
متن کاملTerrain Rendering using Geometry Clipmaps
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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We propose to render geometry using an image based representation. Geometric information is encoded by a texture with depth and rendered by rasterizing the bounding box geometry. For each resulting fragment, a shader computes the intersection of the corresponding ray with the geometry using pre-computed information to accelerate the computation. Our method is almost always artifact free even wh...
متن کاملProxy-guided Image-based Rendering for Mobile Devices
VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual qua...
متن کاملRendering Procedural Terrain by Geometry Image Warping
We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and texture detail is added by the graphics hardware. We show, how quad meshes can be generated quickly that have a locally varying resolution that is optimized for the inclusion of procedural detail. We obtain these distorted ...
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ژورنال
عنوان ژورنال: Journal of Digital Games Research
سال: 2017
ISSN: 1882-0913,2434-4052
DOI: 10.9762/digraj.10.0_1