• 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