Per-pixel rendering of terrain data

Taek Sang Jeong, Jung Hyun Han

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

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.

Original languageEnglish
Title of host publicationComputational Science - ICCS 2006
Subtitle of host publication6th International Conference, Proceedings
PublisherSpringer Verlag
Pages40-47
Number of pages8
ISBN (Print)3540343830, 9783540343837
DOIs
Publication statusPublished - 2006
EventICCS 2006: 6th International Conference on Computational Science - Reading, United Kingdom
Duration: 2006 May 282006 May 31

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume3993 LNCS - III
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

OtherICCS 2006: 6th International Conference on Computational Science
Country/TerritoryUnited Kingdom
CityReading
Period06/5/2806/5/31

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

Fingerprint

Dive into the research topics of 'Per-pixel rendering of terrain data'. Together they form a unique fingerprint.

Cite this