会议专题

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 twodimensional 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

第十届中国虚拟现实年会

上海

英文

230-233

2010-10-20(万方平台首次上网日期,不代表论文的发表时间)