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Real-time rendering for massive terrain data using GPUs

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4 Author(s)
In Lee ; Dept. of Media, Soongsil Univ., Seoul, South Korea ; Kyung-Kyu Kang ; Jae-Woon Lee ; Dongho Kim

Real-time rendering for massive terrain data is a challenging work. Previous GPUs are not suitable for rendering massive mesh data. Recently, with tessellation shaders and geometry shader added on a GPU, it is possible to tessellate triangles or quad patches to improve geometrical features of mesh objects. In this paper, we propose a massive terrain rendering technique in real-time using GPUs. We made displacement and normal map from massive terrain data on the GPU. As a result, we could tessellate a coarse base mesh with a high resolution texture as displacement map and normal map for shading from massive terrain data.

Published in:

Cloud Computing and Social Networking (ICCCSN), 2012 International Conference on

Date of Conference:

26-27 April 2012