2488

Real-Time Rendering and Editing of Vector-based Terrains

Eric Bruneton, Fabrice Neyret
EVASION – LJK / Grenoble Universites – INRIA
Computer Graphics Forum, Volume 27, Issue 2, pages 311-320, April 2008

@conference{bruneton2008real,

   title={Real-time rendering and editing of vector-based terrains},

   author={Bruneton, E. and Neyret, F.},

   booktitle={Computer Graphics Forum},

   volume={27},

   number={2},

   pages={311–320},

   issn={1467-8659},

   year={2008},

   organization={Wiley Online Library}

}

Download Download (PDF)   View View   Source Source   

717

views

We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any altitude from flight view to car view. We use vector descriptions of linear and areal features, with associated shaders to specify their appearance (terrain color and material), their footprint (effect on terrain shape), and their associated objects (bridges, hedges, etc.). In order to encompass both very large terrains and very fine details we rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, a footprint texture, and some object meshes, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results and attached video show high performance with high visual quality.
No votes yet.
Please wait...

* * *

* * *

HGPU group © 2010-2017 hgpu.org

All rights belong to the respective authors

Contact us: