7. November 2009 06:30
Final project in the course Real-Time Graphics for Games and Virtual Reality at DTU.
Atechnique that utilizes displacement mapping in the vertex shader to render a huge terrain (endless through repetition) at a constant high frame rate. The technique is based on the principle of having a static grid mesh which always covers the view frustum and (almost) nothing more. The height of each vertex is then taken from a height map supplied to the vertex shader as a texture.
Terrain Rendering using Displacement Mapping from Per Rasmussen on Vimeo.
XNA, C#, HLSL
Per Rasmussen, Jacob Nielsen