{"title":"Real-time rendering for massive terrain data using GPUs","authors":"In Lee, Kyung-Kyu Kang, Jaewoon Lee, Dongho Kim","doi":"10.1109/ICCCSN.2012.6215710","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":102811,"journal":{"name":"2012 International Conference on Cloud Computing and Social Networking (ICCCSN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 International Conference on Cloud Computing and Social Networking (ICCCSN)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCCSN.2012.6215710","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
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.