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author:

Sun, W. (Sun, W..) [1] | Tang, L. (Tang, L..) [2] | Chen, C. (Chen, C..) [3] | Chen, G. (Chen, G..) [4]

Indexed by:

Scopus

Abstract:

According to the Vertex Texture Fetch technology in Shader Model 3.0, we designed a terrain rendering algorithm based on vertex texture. The algorithm storages the data of terrain as vertex texture, and get elevation value through the vertex shaders. During rendering phase a group of nested grids are built centeredly around current viewpoint. Elevation values are sampled from the vertex texture according to two-dimensional coordinates of the grids. Then the whole data are sent to GPU for rendering. The algorithm can reduce the CPU load and make full use of the powerful float computing and programmability feature. ©2010 IEEE.

Keyword:

Community:

  • [ 1 ] [Sun, W.]Key Laboratory of Spatial Data Mining and Information Sharing, Ministry of Education, Fuzhou University, Fuzhou, China
  • [ 2 ] [Tang, L.]Key Laboratory of Spatial Data Mining and Information Sharing, Ministry of Education, Fuzhou University, Fuzhou, China
  • [ 3 ] [Chen, C.]Key Laboratory of Spatial Data Mining and Information Sharing, Ministry of Education, Fuzhou University, Fuzhou, China
  • [ 4 ] [Chen, G.]Key Laboratory of Spatial Data Mining and Information Sharing, Ministry of Education, Fuzhou University, Fuzhou, China

Reprint 's Address:

  • [Sun, W.]Key Laboratory of Spatial Data Mining and Information Sharing, Ministry of Education, Fuzhou University, Fuzhou, China

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Source :

ICALIP 2010 - 2010 International Conference on Audio, Language and Image Processing, Proceedings

Year: 2010

Page: 230-233

Language: English

Cited Count:

WoS CC Cited Count:

SCOPUS Cited Count:

ESI Highly Cited Papers on the List: 0 Unfold All

WanFang Cited Count:

Chinese Cited Count:

30 Days PV: 4

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