Abstract
Using a commercial terrain engine [Englert 2012] as an example, we discuss both advantages and disadvantages of the continuous level-of-detail approach [Lindstrom and Pascucci 2001] to terrain-rendering while comparing our implementation with other hybrid [Dick et al. 2010] and implicit [Jad Khoury and Riccio 2018] approaches. We show how mesh shader and inline ray-tracing features of DirectX 12 Ultimate can be used to remedy those disadvantages.
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Englert, M. (2020). Using mesh shaders for continuous level-of-detail terrain rendering. In Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks, SIGGRAPH 2020. Association for Computing Machinery. https://doi.org/10.1145/3388767.3407391
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