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IEICE TRANSACTIONS on Information

Geometry Clipmaps Terrain Rendering Using Hardware Tessellation

Ge SONG, Hongyu YANG, Yulong JI

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Summary :

Due to heavy rendering load and unstable frame rate when rendering large terrain, this paper proposes a geometry clipmaps based algorithm. Triangle meshes are generated by few tessellation control points in GPU tessellation shader. ‘Cracks’ caused by different resolution between adjacent levels are eliminated by modifying outer tessellation level factor of shared edges between levels. Experimental results show the algorithm is able to improve rendering efficiency and frame rate stability in terrain navigation.

Publication
IEICE TRANSACTIONS on Information Vol.E100-D No.2 pp.401-404
Publication Date
2017/02/01
Publicized
2016/11/09
Online ISSN
1745-1361
DOI
10.1587/transinf.2016EDL8160
Type of Manuscript
LETTER
Category
Computer Graphics

Authors

Ge SONG
  Sichuan University
Hongyu YANG
  Sichuan University
Yulong JI
  Sichuan University

Keyword