“Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering” by Englert

  • ©Matthias Englert



Entry Number: 44


    Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering



    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.


    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



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