Triplanar Displacement Mapping for Terrain Rendering

S. Weiss, F. Bayer, R. Westermann
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引用次数: 5

Abstract

Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.
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用于地形渲染的三平面位移映射
基于高度图的地形表示在电脑游戏和模拟中很常见。然而,在GPU上渲染的过程中,为这样的表示添加几何细节是很难实现的。在本文中,我们提出在GPU上结合三平面映射、位移映射和镶嵌,在渲染过程中沿着基于高度图的地形场的陡峭面创建挤压几何。该方法允许渲染几何细节,如悬挑和巨石,而不需要明确的三角测量。我们进一步演示如何处理丰富的几何形状的碰撞和阴影。
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