DocumentCode
2308175
Title
Real-time rendering for massive terrain data using GPUs
Author
Lee, In ; Kang, Kyung-Kyu ; Lee, Jae-Woon ; Kim, Dongho
Author_Institution
Dept. of Media, Soongsil Univ., Seoul, South Korea
fYear
2012
fDate
26-27 April 2012
Firstpage
1
Lastpage
3
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.
Keywords
computational geometry; graphics processing units; rendering (computer graphics); terrain mapping; GPU; displacement map; geometrical feature improvement; geometry shader; graphics processor unit; mesh objects; normal map; quad patches; real-time massive terrain data rendering; tessellate triangles; tessellation shaders; Geometry; Graphics processing unit; Real time systems; Rendering (computer graphics); Solid modeling; Three dimensional displays; Vectors; GPGPU; Massive Terrain; Real-time Rendering; Shader; Tessellation;
fLanguage
English
Publisher
ieee
Conference_Titel
Cloud Computing and Social Networking (ICCCSN), 2012 International Conference on
Conference_Location
Bandung, West Java
Print_ISBN
978-1-4673-1815-0
Type
conf
DOI
10.1109/ICCCSN.2012.6215710
Filename
6215710
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