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.
Ge SONG
Sichuan University
Hongyu YANG
Sichuan University
Yulong JI
Sichuan University
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Ge SONG, Hongyu YANG, Yulong JI, "Geometry Clipmaps Terrain Rendering Using Hardware Tessellation" in IEICE TRANSACTIONS on Information,
vol. E100-D, no. 2, pp. 401-404, February 2017, doi: 10.1587/transinf.2016EDL8160.
Abstract: 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.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.2016EDL8160/_p
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@ARTICLE{e100-d_2_401,
author={Ge SONG, Hongyu YANG, Yulong JI, },
journal={IEICE TRANSACTIONS on Information},
title={Geometry Clipmaps Terrain Rendering Using Hardware Tessellation},
year={2017},
volume={E100-D},
number={2},
pages={401-404},
abstract={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.},
keywords={},
doi={10.1587/transinf.2016EDL8160},
ISSN={1745-1361},
month={February},}
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TY - JOUR
TI - Geometry Clipmaps Terrain Rendering Using Hardware Tessellation
T2 - IEICE TRANSACTIONS on Information
SP - 401
EP - 404
AU - Ge SONG
AU - Hongyu YANG
AU - Yulong JI
PY - 2017
DO - 10.1587/transinf.2016EDL8160
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E100-D
IS - 2
JA - IEICE TRANSACTIONS on Information
Y1 - February 2017
AB - 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.
ER -