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Título: HEIGHT MAP TERRAINS WITH SHADER MODEL 5.0: EFFICIENT TERRAIN RENDERING WITH CONTINUOUS LOD USING THE NEW PIPELINE
Autor(es): ALEXANDRE VALDETARO PORTO
Colaborador(es): ALBERTO BARBOSA RAPOSO - Orientador
Catalogação: 05/FEV/2026 Língua(s): ENGLISH - UNITED STATES
Tipo: TEXT Subtipo: SENIOR PROJECT
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=75314@1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=75314@2
DOI: https://doi.org/10.17771/PUCRio.acad.75314
Resumo:
In this work, we present a new technique for highly efficient terrain rendering using continuous view-dependent Level-of-Detail based on hardware tessellation unit found in modern GPUs. Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches. This patch-by-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable. This work is based on 2 recent publications of the author.
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