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Author:

Hongdi, S. (Hongdi, S..) | Minzheng, J. (Minzheng, J..) | Zhu, G. (Zhu, G..)

Indexed by:

Scopus

Abstract:

Although traditional 3D terrain algorithms can improve the rendering efficiency of the terrain, they often ignore the performance of the terrain itself. The use of four textures is not sufficient to deal with complex terrain scenes. Therefore, a terrain virtual texture mapping algorithm based on GPU instancing was proposed, which can map multiple surface textures of more terrains to one virtual texture before rendering, preventing the operation of GPU pipelines from being interrupted due to the change of surface textures. In this case, the parallel computing power of GPU can be better utilized, completing the efficient rendering of diverse terrains with fewer rendering times. The experimental results have shown that this algorithm can increase the diversity of terrain changes so as to applicable to more complex large terrain systems. © 2023 IEEE.

Keyword:

Terrain Rendering Shader GPU Parallel Computing Large Terrain System

Author Community:

  • [ 1 ] [Hongdi S.]Beijing Polytechnic College, Beijing, 100043, China
  • [ 2 ] [Minzheng J.]Beijing Polytechnic College, Beijing, 100043, China
  • [ 3 ] [Zhu G.]Beijing Guang Yu-Online Technology Co., Ltd., Beijing, 100085, China

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Year: 2023

Page: 69-73

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: 8

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