GPU-only Terrain Rendering for Walk-through
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Date issued
2009
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Accurate terrain representation takes a very significant role in making a scene more realistic. In this paper, we
present a full GPU-based real-time terrain rendering algorithm by ray-casting. Since it requires no geometrical
structure like a polygonal mesh, it doesn't need any LOD (Level-Of-Detail) policies. Most of them are processed
on CPU and may give much burden on the CPU. As a result, it enhances the whole performance of the system.
Our method grants a complete freedom to the view point and its direction, so objects can move around so freely
in the air or on the surface that it can be directly applied to any computer games and VR (Virtual Reality) system.
To better the rendering quality, we applied curved patches to the height field. On the way, we suggest a
simplification for evaluating a ray-patch intersection. We implemented all the processes on GPU, and obtained
tens to hundreds of frame rates with a variety of resolutions of height maps: 256ⅹ256~8192ⅹ8192 (texel2).
Description
Subject(s)
vykreslování, odlévání paprsku, vysoké pole, quad-tree algoritmus, terén
Citation
WSCG '2009: Full Papers Proceedings: The 17th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia Plzen, Czech Republic, February 2 - 5, 2009, p. 161-168.