Triplanar Displacement Mapping for Terrain Rendering
dc.contributor.author | Weiss, Sebastian | en_US |
dc.contributor.author | Bayer, Florian | en_US |
dc.contributor.author | Westermann, Rüdiger | en_US |
dc.contributor.editor | Wilkie, Alexander and Banterle, Francesco | en_US |
dc.date.accessioned | 2020-05-24T13:42:52Z | |
dc.date.available | 2020-05-24T13:42:52Z | |
dc.date.issued | 2020 | |
dc.description.abstract | Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry. | en_US |
dc.description.sectionheaders | Modelling - Appearance | |
dc.description.seriesinformation | Eurographics 2020 - Short Papers | |
dc.identifier.doi | 10.2312/egs.20201016 | |
dc.identifier.isbn | 978-3-03868-101-4 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.pages | 53-56 | |
dc.identifier.uri | https://doi.org/10.2312/egs.20201016 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egs20201016 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | ] |
dc.title | Triplanar Displacement Mapping for Terrain Rendering | en_US |