Terrain Geomorphing in the Vertex Shader

@inproceedings{Wagner2004TerrainGI,
  title={Terrain Geomorphing in the Vertex Shader},
  author={Daniel Wagner},
  year={2004}
}
Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU. It is possible to implement a fast terrain renderer which works optimally with current 3D hardware. This is done by using geo-mipmapping which splits the terrain into a set of smaller meshes called patches. Each patch is triangulated view-dependently into one single triangle strip. Special care is taken to avoid gaps and t-vertices between neighboring patches. An arbitrary number of textures… CONTINUE READING
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