Publications
Terrain Texture Blending on a Programmable GPU (2005)
Blended textures are often applied to three dimensional terrain meshes to create realistic looking terrain for computer graphics applications, notably computer games. Many existing techniques were designed around multi-pass rendering that does not take advantage of modern day programmable GPU architectures. We propose a simple way to implement real time texture composition on a programmable GPU to produce unique textures for use in terrain rendering.
Terrain Mesh Displacement using Vertex Textures (2005)
Terrain meshes in computer graphics are used to visually represent a Digital Elevation Model, often used to create outdoor environments in computer games or visualizations in Geographic Information Systems. Traditionally the whole vertex mesh is stored as static vertex data in video memory, however modern day programmable hardware allows for the whole terrain to be rendered using a single small static vertex block. We propose a simple method to render a large terrain mesh using a programmable GPU and vertex textures for height displacement.