Real-time tessellation of terrain on graphics hardware
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Mostra el registre complet de l'elementcomunitat-uji-handle:10234/9
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comunitat-uji-handle3:10234/43643
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Títol
Real-time tessellation of terrain on graphics hardwareData de publicació
2012-04Editor
ElsevierISSN
0098-3004Tipus de document
info:eu-repo/semantics/articleVersió de l'editorial
http://www.sciencedirect.com/science/article/pii/S0098300411002937Versió
info:eu-repo/semantics/publishedVersionParaules clau / Matèries
Resum
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the ... [+]
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU. The presented algorithm introduces a new adaptive tessellation scheme for managing the level of detail of the terrain mesh, avoiding the appearance of t-vertices that can produce visually disturbing artifacts. Previous solutions exploited the geometry shader's capabilities to tessellate meshes from scratch. In contrast, we reuse the already calculated data to minimize the operations performed in the shader units. This feature allows us to increase performance through smart refining and coarsening. Finally, we also propose a framework to manage large DEMs as height maps. [-]
Publicat a
Computers & Geosciences, Vol. 41, April 2012,Drets d'accés
Copyright © 2012, Elsevier
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info:eu-repo/semantics/openAccess
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/openAccess
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