SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
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This paper presents a novel approach to terrain rendering, which mostly relies on GPU/shader rather than CPU. The most popular representation for terrain data is uniformly sampled height field. As the height field is stored as a texture map, it is directly accessible by a pixel shader. The pixel shader uses a ray casting algorithm, and the CPU and the vertex shader provide ray information to be passed to the pixel shader. Then, the pixel shader samples the ray, computes the intersection of the ray and the terrain surface, and finally determines the pixel color. The experimental results show the feasibility of the shader-intensive approach to real-time terrain rendering.