ABSTRACT

In this chapter we are going to explore how OpenGL 4.x can boost performance in this last step. The algorithms presented will use GPU tessellation for shader-based LOD and view-frustum culling.

Although LOD can substantially reduce the amount of geometry rendered, it may also cripple the fidelity of the representation. An approach will be introduced to render heightmap-based terrains, which can be included in most of the available terrain-rendering engines, that captures in a simple process the irregularities of a terrain, maintaining a very high level of visual fidelity to the original data.