Description: designed a high performance technique for real-time rendering and roaming of large-scale terrain environment based on GPU programming. GPU undertaked most of the computation such as terrain mesh updating, automatically selecting of terrain blocks, terrain blocks sampling and texture blocks sampling. Experimental results show that GPU programming is an effective way to improve the method, the algorithm is easy to implement, has a low memory expenses, and achieves high performance on real-time roaming of large-scale terrains.
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Large scale terrain rendering using D3D11\camera.cpp
.........................................\camera.h
.........................................\createMesh.cpp
.........................................\createMesh.h
.........................................\DXUT
.........................................\....\Core
.........................................\....\....\dpiaware.manifest
.........................................\....\....\DXUT.cpp
.........................................\....\....\DXUT.h
.........................................\....\....\DXUT_2008.sln
.........................................\....\....\DXUT_2008.vcproj
.........................................\....\....\DXUT_2010.sln
.........................................\....\....\DXUT_2010.vcxproj
.........................................\....\....\DXUT_2010.vcxproj.filters
.........................................\....\....\DXUTDevice11.cpp
.........................................\....\....\DXUTDevice11.h
.........................................\....\....\DXUTDevice9.cpp
.........................................\....\....\DXUTDevice9.h
.........................................\....\....\DXUTmisc.cpp
.........................................\....\....\DXUTmisc.h
.........................................\....\Optional
.........................................\....\........\directx.ico
.........................................\....\........\DXUTcamera.cpp
.........................................\....\........\DXUTcamera.h
.........................................\....\........\DXUTgui.cpp
.........................................\....\........\DXUTgui.h
.........................................\....\........\DXUTguiIME.cpp
.........................................\....\........\DXUTguiIME.h
.........................................\....\........\DXUTLockFreePipe.h
.........................................\....\........\DXUTOpt_2008.sln
.........................................\....\........\DXUTOpt_2008.vcproj
.........................................\....\........\DXUTOpt_2010.sln
.........................................\....\........\DXUTOpt_2010.vcxproj
.........................................\....\........\DXUTOpt_2010.vcxproj.filters
.........................................\....\........\DXUTres.cpp
.........................................\....\........\DXUTres.h
.........................................\....\........\DXUTsettingsdlg.cpp
.........................................\....\........\DXUTsettingsdlg.h
.........................................\....\........\ImeUi.cpp
.........................................\....\........\ImeUi.h
.........................................\....\........\SDKmesh.cpp
.........................................\....\........\SDKmesh.h
.........................................\....\........\SDKmisc.cpp
.........................................\....\........\SDKmisc.h
.........................................\....\........\SDKsound.cpp
.........................................\....\........\SDKsound.h
.........................................\....\........\SDKwavefile.cpp
.........................................\....\........\SDKwavefile.h
.........................................\Effects11
.........................................\.........\Binary
.........................................\.........\......\EffectBinaryFormat.h
.........................................\.........\......\EffectStateBase11.h
.........................................\.........\......\EffectStates11.h
.........................................\.........\......\SOParser.h
.........................................\.........\d3dx11dbg.cpp
.........................................\.........\d3dxGlobal.cpp
.........................................\.........\Effect.h
.........................................\.........\EffectAPI.cpp
.........................................\.........\EffectLoad.cpp
.........................................\.........\EffectLoad.h
.........................................\.........\EffectNonRuntime.cpp
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