Real-time Terrain Rendering Based on Geometry Clipmap

被引:0
作者
Zheng Guping [1 ]
Xing Yue [1 ]
Zheng Ronghua [1 ]
机构
[1] North China Elect Power Univ Control & Comp Engn, Baoding 071003, Hebei, Peoples R China
来源
PROCEEDINGS 2015 SIXTH INTERNATIONAL CONFERENCE ON INTELLIGENT SYSTEMS DESIGN AND ENGINEERING APPLICATIONS ISDEA 2015 | 2015年
关键词
Real-time Rendering; Terrain Updating; Geometry Clipmap; WebGL;
D O I
10.1109/ISDEA.2015.152
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Real-time terrain rendering has been an important issue in the research of virtual reality. There are two key technologies in real-time terrain rendering process, one is how to organize large amounts of terrain data effectively, and the other is how to shift those terrain data from CPU to GPU during the rendering process. The terrain structure is based on the Geometry Clipmap and the terrain elevation value is stored as 2D texture. Basing on wraparound addressing, updates the terrain in three parts according to the viewpoint moving direction, optimizes the crack elimination algorithm by reading two points in current coarser level on average and implements the whole terrain rendering process with WebGL. Experiments show that, the improved method can get a stable frame rate and meet the requirement of real-time rendering.
引用
收藏
页码:593 / 595
页数:3
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