Terrain Rendering Technology Based on Vertex Texture
According to the Vertex Texture Fetch technology in Shader Model 3.0, we designed a terrain rendering algorithm based on vertex texture. The algorithm storages the data of terrain as vertex texture, and get elevation value through the vertex shaders. During rendering phase a group of nested grids are built centeredly around current viewpoint. Elevation values are sampled from the vertex texture according to two-dimensional coordinates of the grids. Then the whole data are sent to GPU for rendering. The algorithm can reduce the CPU load and make full use of the powerful float computing and programmability feature.
Sun Wenquan Tang Liyu Chen Chongcheng Chen Gang
Key Laboratory of Spatial Data Mining & Information Sharing, Ministry of ducation, Spatial Information Research Center of Fujian Province, Fuzhou University Fuzhou China
国际会议
上海
英文
230-233
2010-11-23(万方平台首次上网日期,不代表论文的发表时间)