However, most such techniques involve runtime creation and modification of mesh structures (vertex and index buffers), which can prove expensive on current graphics architectures. Numerous level-of-detail techniques have been developed to adapt the triangulation of the terrain mesh as a function of the view. In large outdoor environments, the geometry of terrain landscapes can require significant storage and rendering bandwidth. The technique is easy to implement, and allows interactive flight over a 20-billion-sample grid of the United States stored in just 355 MB of memory, at around 90 frames per second. By processing terrain geometry as a set of images, we can perform nearly all computations on the GPU itself, thereby reducing CPU load. In this chapter, we describe a GPU-based implementation of geometry clipmaps, enabled by vertex textures. The grid structure provides a number of benefits over previous irregular-mesh techniques: simplicity of data structures, smooth visual transitions, steady rendering rate, graceful degradation, efficient compression, and runtime detail synthesis. It caches terrain geometry in a set of nested regular grids, which are incrementally shifted as the viewer moves. The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for rendering terrains. Terrain Rendering Using GPU-Based Geometry Clipmaps The CD content, including demos and content, is available on the web and for download.Ĭhapter 2. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. GPU Gems 2 GPU Gems 2 is now available, right here, online.
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