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文件名称:地形渲染的论文(Terrain Rendering Using Geometry Clipmaps)
文件大小:683KB
文件格式:PDF
更新时间:2012-01-11 10:30:32
地形 渲染 terrain rendering
一篇有关地形渲染的论文,以下是摘要:
A primary difficulty in terrain rendering is displaying realistic terrains to the user
at real-time frame rates. The brute force approach is usually too complex for real-time
frame rates to be achieved. Several terrain-rendering techniques have been proposed
that use Level of Detail (LOD) to generate a simplified representation of a terrain.
The geometry clipmap is a recently proposed approach that utilises the potential of
modern graphics hardware. It stores vertex data on the graphics card, that is updated
incrementally as the viewpoint moves. LOD is achieved using regular nested grids of
increasing size and decreasing detail, centred around the viewpoint. We implemented
the geometry clipmaps algorithm, and present aspects of our implementation, such
as the maximum number of clipmap levels that are possible, and constraints on the
extent of each level. We also performed a comparative analysis with other terrain-
rendering techniques. Geomipmapping outperformed geometry clipmaps on a mid-
range graphics card, but geometry clipmaps had the greatest rendering throughput on
high-end graphics hardware.
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- 正在学习~ 有点复杂呢