ABSTRACT

To effectively render large terrains, many dynamic multiresolution approaches have been developed in the past years. These algorithms typically adapt the terrain tessellation using local surface-roughness criteria together with the view parameters. This allows dramatic reduction of the model complexity without significant loss of visual accuracy. New capabilities of DX11-class graphics hardware enable a new approach, when adaptive terrain tessellation is built entirely on the GPU using the dedicated hardware unit. This increases the triangle throughput and reduces the memory-storage requirements together with the CPU load. It also reduces the amount of data to be transferred from the main memory to the GPU that improves rendering performance as well.