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Terrain rendering with unlimited detail and resolution

Authors
Kang, HyeongYeopSim, YeramHan, JungHyun
Issue Date
5월-2018
Publisher
ACADEMIC PRESS INC ELSEVIER SCIENCE
Keywords
Terrain rendering; GPU tessellation; Procedural noise
Citation
GRAPHICAL MODELS, v.97, pp.64 - 79
Indexed
SCIE
SCOPUS
Journal Title
GRAPHICAL MODELS
Volume
97
Start Page
64
End Page
79
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/75677
DOI
10.1016/j.gmod.2018.04.001
ISSN
1524-0703
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.
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