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dc.contributor.authorWeiss, Sebastianen_US
dc.contributor.authorBayer, Florianen_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorWilkie, Alexander and Banterle, Francescoen_US
dc.date.accessioned2020-05-24T13:42:52Z
dc.date.available2020-05-24T13:42:52Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-101-4
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20201016
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20201016
dc.description.abstractHeightmap-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.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/]
dc.titleTriplanar Displacement Mapping for Terrain Renderingen_US
dc.description.seriesinformationEurographics 2020 - Short Papers
dc.description.sectionheadersModelling - Appearance
dc.identifier.doi10.2312/egs.20201016
dc.identifier.pages53-56


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License