会议专题

Improved GPU-Based Terrain Rendering Algorithm Using Geometry Clipmaps

Part of the terrain is invisible in the traditional Geometry Clipmaps algorithm when the viewer locates at very high altitude. In this paper,an improved algorithm is proposed to solve this problem without additional requirement of system resources. The area of each level of clipmap is dynamic adaptive to the viewpoints height so as to widen the filed of view. If the viewer moves upwards,the area of each level will be increased in turn,contrarily it will be reduced. A method of blending near the outer boundary of two adjacent levels is also proposed to produce vivid terrains without cracks. The experimental results show that this algorithm could present better terrain effects with good realtime performance especially when the viewpoint at very high altitude.

terrain rendering Geometry Clipmaps field of view real-time cracks

Song Ge Yang Hongyu

School of Computer Science,Si Chuan University, Chengdu 610065,China State Key Laboratory of Fundamental Science on Synthetic Vision,Sichuan University,Chengdu 610065,China

国际会议

2010 International Forum on Computer Science-Technology and Applications(2010 国际计算机科学技术应用论坛 IFCSTA 2010)

南宁

英文

266-269

2010-12-10(万方平台首次上网日期,不代表论文的发表时间)