Vulkan API dynamic GPU terrain tessellation and displacement

Описание к видео Vulkan API dynamic GPU terrain tessellation and displacement

Vulkan C++ example for GPU-based dynamic terrain tessellation.

Renders a highly detailed terrain based on a simple quad patch mesh. Terrain height is generated by a displacement map and detail is added in the tessellation shaders.
The tessellation level is determined by the screen space occupied by the triangles, so that distant parts of the terrain are getting less tessellation than those parts close to the viewer.
Patches are culled in the tessellation control shader using frustum culling, so that only patches visible are rendered and tessellated.

Source code available at https://github.com/SaschaWillems/Vulkan

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