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DC poleHodnotaJazyk
dc.contributor.authorPark, Sunyong
dc.contributor.authorOh, Kyoungsu
dc.contributor.editorChen, Min
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-03-26T12:52:33Z
dc.date.available2014-03-26T12:52:33Z
dc.date.issued2009
dc.identifier.citationWSCG '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.en
dc.identifier.isbn978-80-86943-93-0
dc.identifier.urihttp://wscg.zcu.cz/WSCG2009/Papers_2009/!_WSCG2009_Full_final.zip
dc.identifier.urihttp://hdl.handle.net/11025/10902
dc.description.abstractAccurate 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).en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG '2009: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectvykreslovánícs
dc.subjectodlévání paprskucs
dc.subjectvysoké polecs
dc.subjectquad-tree algoritmuscs
dc.subjectteréncs
dc.titleGPU-only Terrain Rendering for Walk-throughen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedrenderingen
dc.subject.translatedray castingen
dc.subject.translatedheight fielden
dc.subject.translatedquad-tree algorithmen
dc.subject.translatedterrainen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
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