Title :
Real-Time Rendering for 3D Game Terrain with GPU Optimization
Author :
Tang, Bing ; Miao, Lanfang
Author_Institution :
Coll. of Math, Phys. & Inf. Eng., Zhejiang Normal Univ., Jinhua, China
Abstract :
In this paper, a more suitable algorithm for 3D game terrain real-time rendering is put forward based on geometry clipmaps algorithm and combined with 3D games. In this algorithm, the entire terrain can be rendered through only one draw call by improving the structure of grid and the organizational structure of the index, which can take full advantage of GPU. And by increasing the index of vertices in the rougher adjacent level, the issue of crack and jumping can be resolved. Using alpha blend texture to control the location and weight of the texture of terrain, it makes the control of color texture more flexible. The results of experiment show that the real-time rendering of the terrain can be done very well with this algorithm and it has higher rendering efficiency than traditional game terrain algorithm.
Keywords :
computer games; geometry; grid computing; image colour analysis; image texture; rendering (computer graphics); 3D game terrain real-time rendering; GPU optimization; alpha blend texture; geometry clipmaps algorithm; grid structure; organizational structure; real-time rendering; Computational geometry; Computational modeling; Computer simulation; Data mining; Educational institutions; Engines; Geographic Information Systems; Information geometry; Physics computing; Solid modeling; GPU; Game Terrain; Real-time Rendering;
Conference_Titel :
Computer Modeling and Simulation, 2010. ICCMS '10. Second International Conference on
Conference_Location :
Sanya, Hainan
Print_ISBN :
978-1-4244-5642-0
Electronic_ISBN :
978-1-4244-5643-7
DOI :
10.1109/ICCMS.2010.146