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Renderování rozsáhlého terénu / Rendering of Large Scale Terrain

This thesis deals with rendering of large scale terrain. The first part describes theory of terrain rendering and particular level of detail techniques. Three modern intriguing algorithms are briefly depicted after this theoretical part. Main work insists on description of Geometry Clipmaps algorithm along with its optimized version GPU-Based Geometry Clipmaps. Implementation of this optimized algorithm is depicted in detail. Main advantage of this approach is incremental update of vertex data, which allows to offload overhead from CPU to GPU. In the last chapter performance of my implementation is analysed using simple benchmark.

Identiferoai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:237182
Date January 2010
CreatorsMarušič, Martin
ContributorsBartoň, Radek, Přibyl, Jaroslav
PublisherVysoké učení technické v Brně. Fakulta informačních technologií
Source SetsCzech ETDs
LanguageCzech
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/masterThesis
Rightsinfo:eu-repo/semantics/restrictedAccess

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