Spherical Clipmaps
Terrain Rendering using Spherical Clipmaps
Malte Clasen, Hans-Christian Hege
EuroVis 2006
Abstract
We describe a terrain rendering algorithm for spherical terrains based on clipmaps. It leverages the high geometry throughput of current GPU to render large static triangle sets. The vertices are displaced by a height map texture. Our main contribution is mapping of texture coordinates to calculate the height map sample position based on the static vertex offset and the variable view position.
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