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Dynamically Rendering Rough Terrain with Minimal Memory Overhead
- Publication Year :
- 2023
- Publisher :
- United States: NASA Center for Aerospace Information (CASI), 2023.
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Abstract
- Rendering highly detailed terrain is a process with the potential to consume a great deal of a computer’s random access memory (RAM). In a browser-based application, this resource is limited even further, leading to the necessity to use alternative methods of rendering the large amount of data needed for high detail. This report describes one such method that places the onus of rendering on the speed of the graphics processing unit (GPU) rather than on the computer’s memory. By removing attribute buffers, which contribute greatly to memory costs, from the rendering pipeline and generating the requisite attributes on the fly using a heightmap texture instead, it is estimated that memory usage can be cut down to one-sixth that of the previous method.
- Subjects :
- Mathematical and Computer Sciences (General)
Subjects
Details
- Language :
- English
- Database :
- NASA Technical Reports
- Notes :
- 954879.02.01.22.01
- Publication Type :
- Report
- Accession number :
- edsnas.20230014794
- Document Type :
- Report