Real-time Rendering for Massive Terrain Data using GPUs
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• 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.
Tags: 2012, Application projects, Dotnet