Method for rendering terrain
AssigneeKorea University Research and Business Foundation
InventorsJung-Hyun Han, Hyeong Yeop Kang, Han Young Jang
Life of this patent
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Abstract
The present invention relates to a method for rendering a multi-resolution terrain using GPU tessellation. A method for rendering a terrain using GPU tessellation according to an embodiment of the present invention may include: generating a quad patch to which an inner tessellation factor and an edge tessellation factor are allocated by using a quadtree including a parent node and child nodes; generating a base mesh b using the quad patch; and restoring a terrain by applying a displacement map to the base mesh.
Claims12
A method for rendering a terrain using GPU tessellation, the method comprising;
- generating a quad patch to which an inner tessellation factor and an edge tessellation factor are allocated by using a quadtree including a parent node and child nodes;
- generating a base mesh b using the quad patch;
- and
- restoring a terrain by applying a displacement map to the base mesh,
- wherein the displacement map is a geometry image, and
- wherein the geometry image is determined by Equation 1 given below,
- w
- v
- =
- α
-
- C
- v
- Σ
-
-
- C
- +
- (
- 1
- -
- α
- )
-
- S
- v
-
- A
- v
- Σ
-
-
- SA
-
-
- C
- v
- =
- ∑
- e
- ∋
- v
-
- 2
- ||
- e
- ||
-
- sin
-
-
- θ
- e
- 2
-
-
- S
- v
- =
- {
- 2
-
-
- if
-
-
- v
-
- ∈
- ridges
- 1
-
-
- otherwise
-
-
- A
- v
- =
- ∑
- t
- ∋
- v
-
- A
- t
- [
- Equation
-
-
- 1
- ]
- (Where, Cv represents a variable to measure a bending degree, Sv represents a value given to increase weight with respect to a point included in ridge, and Av represents the sum of triangular area sharing a vertex v, Further, α represents a user-define parameter and θe represents an external dihedral angle of edge e connected to v).
An apparatus for rendering a terrain using GPU tessellation, the apparatus comprising;
- a calculation processing unit generating a quad patch to which an inner tessellation factor and an edge tessellation factor are allocated by using a quadtree including a parent node and child nodes;
- and
- a graphic processing unit generating a base mesh by using the quad patch and restoring a terrain by applying a displacement map to the base mesh,
- wherein the displacement map is a geometry image, and
- wherein the geometry image is determined by Equation 1 given below,
- w
- v
- =
- α
-
- C
- v
- Σ
-
-
- C
- +
- (
- 1
- -
- α
- )
-
- S
- v
-
- A
- v
- Σ
-
-
- SA
-
-
- C
- v
- =
- ∑
- e
- ∋
- v
-
- 2
- ||
- e
- ||
-
- sin
-
-
- θ
- e
- 2
-
-
- S
- v
- =
- {
- 2
-
-
- if
-
-
- v
-
- ∈
- ridges
- 1
-
-
- otherwise
-
-
- A
- v
- =
- ∑
- t
- ∋
- v
-
- A
- t
- [
- Equation
-
-
- 1
- ]
- (Where, Cv represents a variable to measure a bending degree, Sv represents a value given to increase weight with respect to a point included in ridge, and Av represents the sum of triangular area sharing a vertex v, Further, α represents a user-define parameter and θe represents an external dihedral angle of edge e connected to v).
Dependencies are inferred from the claim text.