Terrain Rendering using Spherical Clipmaps

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.
Description

        
@inproceedings{
:10.2312/VisSym/EuroVis06/091-098
, booktitle = {
EUROVIS - Eurographics /IEEE VGTC Symposium on Visualization
}, editor = {
Beatriz Sousa Santos and Thomas Ertl and Ken Joy
}, title = {{
Terrain Rendering using Spherical Clipmaps
}}, author = {
Clasen, Malte
and
Hege, Hans-Christian
}, year = {
2006
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-5296
}, ISBN = {
3-905673-31-2
}, DOI = {
/10.2312/VisSym/EuroVis06/091-098
} }
Citation