Real-time tessellation of terrain on graphics hardware
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Otros documentos de la autoría: Puig Centelles, Anna; Ripollés Mateu, Oscar Enrique; Ramos, Jose Francisco; Chover, Miguel
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Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/43662
comunitat-uji-handle3:10234/43643
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Título
Real-time tessellation of terrain on graphics hardwareFecha de publicación
2012-04Editor
ElsevierISSN
0098-3004Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
http://www.sciencedirect.com/science/article/pii/S0098300411002937Versión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
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. [-]
Publicado en
Computers & Geosciences, Vol. 41, April 2012,Derechos de acceso
Copyright © 2012, Elsevier
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info:eu-repo/semantics/openAccess
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info:eu-repo/semantics/openAccess
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