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Real-Time Rendering for 3D Game Terrain with GPU Optimization

Bing Tang, LanFang Miao
Coll. of Math, Phys. & Inf. Eng., Zhejiang Normal Univ., Jinhua, China
Second International Conference on Computer Modeling and Simulation, 2010. ICCMS ’10

@conference{tang2010real,

   title={Real-Time Rendering for 3D Game Terrain with GPU Optimization},

   author={Tang, B. and Miao, L.F.},

   booktitle={2010 Second International Conference on Computer Modeling and Simulation},

   pages={198–201},

   year={2010},

   organization={IEEE}

}

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In this paper, a more suitable algorithm for 3D game terrain real-time rendering is put forward based on geometry clipmaps algorithm and combined with 3D games. In this algorithm, the entire terrain can be rendered through only one draw call by improving the structure of grid and the organizational structure of the index, which can take full advantage of GPU. And by increasing the index of vertices in the rougher adjacent level, the issue of crack and jumping can be resolved. Using alpha blend texture to control the location and weight of the texture of terrain, it makes the control of color texture more flexible. The results of experiment show that the real-time rendering of the terrain can be done very well with this algorithm and it has higher rendering efficiency than traditional game terrain algorithm.
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