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
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)