Volume 9 Number 4 (Apr. 2014)
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JSW 2014 Vol.9(4): 889-894 ISSN: 1796-217X
doi: 10.4304/jsw.9.4.889-894

Real-time Multiresolution Rendering for Dynamic Terrain

Dong Wang1, 2, Qing-sheng Zhu1, Yi Xia3

1Chongqing Key Laboratory of Software Theory & Technology, Chongqing University, Chongqing China
2Wuhan Ordnance Noncommissioned Officers Academy, Wuhan, China
3Chongqing Aerospace Polytechnic College, Chongqing, China


Abstract—This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs. Firstly, the terrain depth offset map texture that represents the appropriate offset values is generated through rendering to texture, which is used to deform terrain in vertex shader. Then in order to accurately represent the fine terrain detail created by deformation, an adaptive geometry tessellation technique is implemented in geometry shader. Moreover, to update deformation area texture, we apply procedural texturing based on constraint conditions in fragment shader. In the end, the experiments prove that our method is feasible and efficient.

Index Terms—dynamic terrain, geometry tessellation, multiresolution, GPU

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Cite: Dong Wang, Qing-sheng Zhu, Yi Xia, "Real-time Multiresolution Rendering for Dynamic Terrain," Journal of Software vol. 9, no. 4, pp. 889-894, 2014.

General Information

ISSN: 1796-217X (Online)
Frequency:  Quarterly
Editor-in-Chief: Prof. Antanas Verikas
Executive Editor: Ms. Yoyo Y. Zhou
Abstracting/ Indexing: DBLP, EBSCO, CNKIGoogle Scholar, ProQuest, INSPEC(IET), ULRICH's Periodicals Directory, WorldCat, etc
E-mail: jsweditorialoffice@gmail.com
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