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    GPU Based Algorithms for Terrain Texturing

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    Author
    Nicholson, Kris
    Naicker, Ashish
    Date
    2008
    Permanent Link
    http://hdl.handle.net/10092/14845
    Degree Grantor
    University of Canterbury
    Degree Level
    Doctoral
    Degree Name
    Other

    Three dimensional terrain rendering is used for various computer applications such as mapping software, flight and other simulations, and computer games. Rendering these terrains at a real time frame rate, with a continuously changing view point can be difficult since they contain a large number of polygons. Techniques have been developed to simplify the rendering task. Level of detail (LOD) algorithms can be applied to these terrains to reduce the detail when it is not required. Effective texturing and lighting is usually applied to keep realism while decreasing the polygon count. Using available graphics hardware for these techniques is very useful for increasing performance. Current programmable graphics hardware allows much greater performance for graphics applications than traditional algorithms running on the CPU. Previous research has shown various improvements in terrain rendering performance using GPU programming. In this report, we investigate GPU based procedural texturing and lighting techniques on three dimensional terrain using real terrain data. We implemented some of these techniques and comment on the visual result to help developers consider which techniques to use.

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