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Real-time Multiresolution Rendering for Dynamic Terrain

机译:动态地形的实时多分辨率渲染

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摘要

This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs. Firstly, the terrain depth offset map texture that represents the appropriate offset values is generated through rendering to texture, which is used to deform terrain in vertex shader. Then in order to accurately represent the fine terrain detail created by deformation, an adaptive geometry tessellation technique is implemented in geometry shader. Moreover, to update deformation area texture, we apply procedural texturing based on constraint conditions in fragment shader. In the end, the experiments prove that our method is feasible and efficient
机译:本文利用当前一代GPU的功能提出了一种新颖的动态地形多分辨率渲染方法。首先,通过渲染到纹理生成代表适当偏移值的地形深度偏移贴图纹理,该纹理用于在顶点着色器中使地形变形。然后,为了准确表示由变形创建的精细地形细节,在几何着色器中实现了自适应几何细分技术。此外,为了更新变形区域纹理,我们在片段着色器中基于约束条件应用了程序纹理。最后通过实验证明了本文方法的可行性和有效性。

著录项

  • 来源
    《Journal of software》 |2014年第4期|889-894|共6页
  • 作者单位

    Chongqing Key Laboratory of Software Theory & Technology, Chongqing University, Chongqing China Wuhan Ordnance Noncommissioned Officers Academy, Wuhan, China;

    Chongqing Key Laboratory of Software Theory & Technology, Chongqing University, Chongqing China;

    Chongqing Aerospace Polytechnic College, Chongqing, China;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    dynamic terrain; geometry tessellation; multiresolution; GPU;

    机译:动态地形几何细分多分辨率显卡;

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