doi: 10.4304/jsw.9.4.889-894
Real-time Multiresolution Rendering for Dynamic Terrain
2Wuhan Ordnance Noncommissioned Officers Academy, Wuhan, China
3Chongqing Aerospace Polytechnic College, Chongqing, China
Abstract—This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs. Firstly, the terrain depth offset map texture that represents the appropriate offset values is generated through rendering to texture, which is used to deform terrain in vertex shader. Then in order to accurately represent the fine terrain detail created by deformation, an adaptive geometry tessellation technique is implemented in geometry shader. Moreover, to update deformation area texture, we apply procedural texturing based on constraint conditions in fragment shader. In the end, the experiments prove that our method is feasible and efficient.
Index Terms—dynamic terrain, geometry tessellation, multiresolution, GPU
Cite: Dong Wang, Qing-sheng Zhu, Yi Xia, "Real-time Multiresolution Rendering for Dynamic Terrain," Journal of Software vol. 9, no. 4, pp. 889-894, 2014.
General Information
ISSN: 1796-217X (Online)
Abbreviated Title: J. Softw.
Frequency: Biannually
APC: 500USD
DOI: 10.17706/JSW
Editor-in-Chief: Prof. Antanas Verikas
Executive Editor: Ms. Cecilia Xie
Abstracting/ Indexing: DBLP, EBSCO,
CNKI, Google Scholar, ProQuest,
INSPEC(IET), ULRICH's Periodicals
Directory, WorldCat, etcE-mail: jsweditorialoffice@gmail.com
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