A height-map based terrain rendering with tessellation hardware

Goanghun Kim, Nakhoon Baek

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Scopus citations

Abstract

The height-map is one of the most representative ways of 3D terrain rendering. Technically, the management of level-of-detail factors is the core of height-map rendering. We have a bundle of GPU-based level-of- detail management schemes for terrain renderings, in addition to the lots of CPU-based ones. From OpenGL 4.0 and DirectX 11, the hardware tessellation features are provided to dynamically control the level-of-detail objects. Though the hardware tessellation is a promising approach for the terrain rendering, it has some drawbacks to be widely used. In this paper, we present an efficient way of applying hardware tessellation techniques to the height-map based terrain rendering. Represented as tessellation shader programs, our approach also resolved the popping and the cracking drawbacks of the generic level-of-detail terrain rendering. Our approach can be enhanced with non- uniform patches and terrain flatness factors.

Original languageEnglish
Title of host publication2014 International Conference on IT Convergence and Security, ICITCS 2014
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781479965410
DOIs
StatePublished - 23 Jan 2014
Event4th 2014 International Conference on IT Convergence and Security, ICITCS 2014 - Beijing, China
Duration: 28 Oct 201430 Oct 2014

Publication series

Name2014 International Conference on IT Convergence and Security, ICITCS 2014

Conference

Conference4th 2014 International Conference on IT Convergence and Security, ICITCS 2014
Country/TerritoryChina
CityBeijing
Period28/10/1430/10/14

Keywords

  • heightmap
  • terrain rendering
  • tessellation hardware

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