Terrain rendering with unlimited detail and resolution

Hyeong Yeop Kang, Yeram Sim, Jung Hyun Han

Research output: Contribution to journalArticlepeer-review

13 Citations (Scopus)

Abstract

The most commonly used model for terrain rendering is height map that stores elevation data on a regular grid. Whereas the distant views of a height map may look natural, the close views usually reveal its polygonal nature. As a solution to this problem, we propose to add a procedural detail and present a noise-by-example method to generate the procedural detail which reflects the geometric characteristics of the height map. It is then enhanced by what we call stamped detail. The procedural and stamped details have inherently an infinite extent. Neatly integrated with GPU tessellation, the detail-added surface can be rendered in unlimited resolutions at real-time. The efficiency of the proposed approach is proven through experiments on real data of the lunar surface.

Original languageEnglish
Pages (from-to)64-79
Number of pages16
JournalGraphical Models
Volume97
DOIs
Publication statusPublished - 2018 May

Bibliographical note

Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) grant funded by the Korea government (No. NRF-2016R1A2B3014319 and NRF-2017M3C4A7066316 ).

Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) grant funded by the Korea government (No. NRF-2016R1A2B3014319 and NRF-2017M3C4A7066316).

Publisher Copyright:
© 2018 Elsevier Inc.

Keywords

  • GPU tessellation
  • Procedural noise
  • Terrain rendering

ASJC Scopus subject areas

  • Software
  • Modelling and Simulation
  • Geometry and Topology
  • Computer Graphics and Computer-Aided Design

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