Real-time tessellation of terrain on graphics hardware
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Other documents of the author: Puig Centelles, Anna; Ripollés Mateu, Oscar Enrique; Ramos, Jose Francisco; Chover, Miguel
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Show full item recordcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/43662
comunitat-uji-handle3:10234/43643
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Title
Real-time tessellation of terrain on graphics hardwareAuthor (s)
Date
2012-04Publisher
ElsevierISSN
0098-3004Type
info:eu-repo/semantics/articlePublisher version
http://www.sciencedirect.com/science/article/pii/S0098300411002937Version
info:eu-repo/semantics/publishedVersionSubject
Abstract
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. [-]
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Computers & Geosciences, Vol. 41, April 2012,Rights
Copyright © 2012, Elsevier
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- INIT_Articles [754]