摘要

This paper presents a novel terrain-rendering algorithm based on GPU tessellation. To increase rendering performance, two multi-resolution techniques have been proposed. A coarse-grained quad tree patches are constructed in the CPU using the distance to camera criterion. The generated non-uniform terrain patches are then transferred to the GPU tessellation unit for refined rendering. To eliminate cracks caused by T-shape vertices between adjacent different sized patches, reconstruct the new edge of the smaller patch to ensure the same tessellation factor in shared edge. Then a scale value is introduced to halve the smaller patch's edge tessellation factor, thus ensuring that vertices lying along the shared edges are aligned properly. In the end, the experimental results show that our method is feasible and efficient. Our method can be easily extended for rendering large scale terrain.

  • 出版日期2015

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