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Dynamically Rendering Rough Terrain with Minimal Memory OverheadRendering 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.
Document ID
20230014794
Acquisition Source
Glenn Research Center
Document Type
Technical Memorandum (TM)
Authors
Joseph W. Symons
(Bowling Green State University Bowling Green, Ohio, United States)
Bryan W. Welch
(Glenn Research Center Cleveland, United States)
Date Acquired
October 12, 2023
Publication Date
December 1, 2023
Subject Category
Mathematical and Computer Sciences (General)
Funding Number(s)
WBS: 954879.02.01.22.01
Distribution Limits
Public
Copyright
Portions of document may include copyright protected material.
Technical Review
Single Expert
Keywords
Visualization
GPU
Memory Optimization
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