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Talk
:
Using Mesh Shaders for Continuous Level-of-detail Terrain Rendering
Contributor
Event Type
Talk
Interest Areas
Gaming & Interactive
Production & Animation
Research & Education
Registration Levels
US
UA
EU
Keywords
Rendering
Scientific Visualization
TimeWednesday, 26 August 202010:30am - 11am
LocationZoom 3
DescriptionUsing a commercial terrain engine as an example, we discuss both advantages and disadvantages of the continuous level-of-detail approach to terrain-rendering while comparing our implementation with other hybrid and implicit approaches. We show how mesh shaders and inline raytracing of NVIDIA's Turing architecture can remedy those disadvantages.