作者: Malte Clasen , Hans-Christian Hege
DOI: 10.2312/VISSYM/EUROVIS06/091-098
关键词: Computer vision 、 Rendering (computer graphics) 、 Artificial intelligence 、 Computer science 、 Terrain rendering 、 Image-based modeling and rendering 、 Software rendering 、 Alternate frame rendering 、 Real-time rendering 、 Computer graphics (images) 、 Ray casting 、 3D rendering
摘要: We describe a terrain rendering algorithm for spherical terrains based on clipmaps. It leverages the high geometry throughput of current GPU to render large static triangle sets. The vertices are displaced by height map texture. Our main contribution is mapping texture coordinates calculate sample position vertex offset and variable view position.