Geometry Clipmaps Terrain Rendering Using Hardware Tessellation

Ge SONG  Hongyu YANG  Yulong JI  

IEICE TRANSACTIONS on Information and Systems   Vol.E100-D   No.2   pp.401-404
Publication Date: 2017/02/01
Publicized: 2016/11/09
Online ISSN: 1745-1361
DOI: 10.1587/transinf.2016EDL8160
Type of Manuscript: LETTER
Category: Computer Graphics
terrain rendering,  GPU,  tessellation shader,  geometry clipmaps,  

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Due to heavy rendering load and unstable frame rate when rendering large terrain, this paper proposes a geometry clipmaps based algorithm. Triangle meshes are generated by few tessellation control points in GPU tessellation shader. ‘Cracks’ caused by different resolution between adjacent levels are eliminated by modifying outer tessellation level factor of shared edges between levels. Experimental results show the algorithm is able to improve rendering efficiency and frame rate stability in terrain navigation.