Title: GPU-only Terrain Rendering for Walk-through
Authors: Park, Sunyong
Oh, Kyoungsu
Citation: WSCG '2009: Full Papers Proceedings: The 17th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia Plzen, Czech Republic, February 2 - 5, 2009, p. 161-168.
Issue Date: 2009
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/WSCG2009/Papers_2009/!_WSCG2009_Full_final.zip
http://hdl.handle.net/11025/10902
ISBN: 978-80-86943-93-0
Keywords: vykreslování;odlévání paprsku;vysoké pole;quad-tree algoritmus;terén
Keywords in different language: rendering;ray casting;height field;quad-tree algorithm;terrain
Abstract: Accurate terrain representation takes a very significant role in making a scene more realistic. In this paper, we present a full GPU-based real-time terrain rendering algorithm by ray-casting. Since it requires no geometrical structure like a polygonal mesh, it doesn't need any LOD (Level-Of-Detail) policies. Most of them are processed on CPU and may give much burden on the CPU. As a result, it enhances the whole performance of the system. Our method grants a complete freedom to the view point and its direction, so objects can move around so freely in the air or on the surface that it can be directly applied to any computer games and VR (Virtual Reality) system. To better the rendering quality, we applied curved patches to the height field. On the way, we suggest a simplification for evaluating a ray-patch intersection. We implemented all the processes on GPU, and obtained tens to hundreds of frame rates with a variety of resolutions of height maps: 256ⅹ256~8192ⅹ8192 (texel2).
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2009: Full Papers Proceedings

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