doi: 10.4304/jsw.9.4.889-894
Real-time Multiresolution Rendering for Dynamic Terrain
- 1 Chongqing Key Laboratory of Software Theory & Technology, Chongqing University, Chongqing China
- 2 Wuhan Ordnance Noncommissioned Officers Academy, Wuhan, China
- 3 Chongqing 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.
Keywords
- dynamic terrain
- geometry tessellation
How to Cite
Dong Wang, Qing-sheng Zhu, and Yi Xia, "Real-time Multiresolution Rendering for Dynamic Terrain," Journal of Software, vol. 9, no. 4, pp. 889-894, 2014. https://doi.org/ 10.4304/jsw.9.4.889-894
Copyright & License
Copyright © 2014 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
