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Per-pixel Rendering of Terrain Data

  • Taek Sang Jeong
  • JungHyun Han
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3993)

Abstract

This paper presents a novel approach to terrain rendering, which mostly relies on GPU/shader rather than CPU. The most popular representation for terrain data is uniformly sampled height field. As the height field is stored as a texture map, it is directly accessible by a pixel shader. The pixel shader uses a ray casting algorithm, and the CPU and the vertex shader provide ray information to be passed to the pixel shader. Then, the pixel shader samples the ray, computes the intersection of the ray and the terrain surface, and finally determines the pixel color. The experimental results show the feasibility of the shader-intensive approach to real-time terrain rendering.

Keywords

Graphical Processing Unit Graphic Hardware Original Mesh Terrain Data Terrain Surface 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Taek Sang Jeong
    • 1
  • JungHyun Han
    • 1
  1. 1.Department of Computer Science and EngineeringKorea UniversityKorea

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