Using Mesh Shaders for Continuous Level-of-detail Terrain Rendering
Gaming & Interactive
Production & Animation
Research & Education
TimeWednesday, 26 August 202010:30am - 11am
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.