Buchbeiträge:
D. Wagner:
"Terrain Geomorphing in the Vertex Shader";
in: "Shaderx2: Shader Programming Tips & Tricks With Directx 9",
herausgegeben von: Wolfgang Engel;
Wordware Publishing,
2003,
ISBN: 1556229887.
Kurzfassung englisch:
Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU. It is possible to implement a fast terrain renderer which works optimally with current 3D hardware. This is done by using geo-mipmapping which splits the terrain into a set of smaller meshes called patches. Each patch is triangulated view-dependently into one single triangle strip. Special care is taken to avoid gaps and t-vertices between neighboring patches. An arbitrary number of textures can be applied to the terrain which are combined using multiple alpha-blended rendering passes. Since the terrain?s triangulation changes over time, vertex normals cannot be used for lighting. Instead a pre-calculated lightmap is used. In order to reduce popping when a patch switches between two tessellation levels geo-morphing is implemented. As will be pointed out later, this splitting of the terrain into small patches allows some very helpful optimizations.
Schlagworte:
Realtime Rendering, DirectX, Shader
Online-Bibliotheks-Katalog der TU Wien:
http://aleph.ub.tuwien.ac.at/F?base=tuw01&func=find-c&ccl_term=AC04404503
Elektronische Version der Publikation:
http://www.ims.tuwien.ac.at/media/documents/publications/Terrain_Geomorphing_in_the_Vertex_Shader.pdf
Erstellt aus der Publikationsdatenbank der Technischen Universität Wien.