“Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering” by Englert
Conference:
Type(s):
Entry Number: 44
Title:
- Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering
Presenter(s)/Author(s):
Abstract:
Using a commercial terrain engine [Englert 2012] as an example, we discuss both advantages and disadvantages of the continuous level-of-detail approach [Lindstrom and Pascucci 2001] to terrain- rendering while comparing our implementation with other hybrid [Dick et al. 2010] and implicit [Jad Khoury and Riccio 2018] approaches. We show how mesh shader and inline ray-tracing features of DirectX 12 Ultimate can be used to remedy those disadvantages.
References:
Christian Dick, Jens Krüger, and Rüdiger Westermann. 2010. GPU-Aware Hybrid Terrain Rendering. In Proceedings of IADIS Computer Graphics, Visualization, Computer Vision and Image Processing 2010. 3–10.
Matthias Englert. 2012. Tinman 3D SDK – Real-time Terrain. https://www.tinman3d.com Jonathan Dupuy Jad Khoury and Christophe Riccio. 2018. Adaptive GPU Tessellation with Compute Shaders. https://github.com/jdupuy/opengl-framework/tree/master/ demo-isubd-terrain
Peter Lindstrom and Valerio Pascucci. 2001. Visualization of Large Terrains Made Easy. Proc. IEEE Visualization 2001. https://doi.org/10.1109/VISUAL.2001.964533
Matthew White. 2008. Real-Time Optimally Adapting Meshes: Terrain Visualization in Games. Int. J. Computer Games Technology 2008 (01 2008). https://doi.org/10. 1155/2008/753584
Keyword(s):
- terrain rendering
- continuous level-of-detail
- right-triangulated irregular network
- mesh shader
- inline ray-tracing