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Terrain rendering covers a variety of methods of depicting real-world or imaginary world surfaces. Most common terrain rendering is the depiction of Earth's surface. It is used in various applications to give an observer a frame of reference. It is also often used in combination with rendering of non-terrain objects, such as trees, buildings, rivers, etc. There are two major modes of terrain rendering: top-down and perspective rendering. Top-down terrain rendering has been known for centuries in the way of cartographic maps. Perspective terrain rendering has also been known for quite some time. However, only with the advent of computers and computer graphics perspective rendering has become mainstream. Perspective terrain rendering is described in this article. ==Structure== A typical terrain rendering application consists of a terrain database, a central processing unit (CPU), a dedicated graphics processing unit (GPU), and a display. A software application is configured to start at initial location in the world space. The output of the application is screen space representation of the real world on a display. The software application uses the CPU to identify and load terrain data corresponding to initial location from the terrain database, then applies the required transformations to build a mesh of points that can be rendered by the GPU, which completes geometrical transformations, creating screen space objects (such as polygons) that create a picture closely resembling the location of the real world. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Terrain rendering」の詳細全文を読む スポンサード リンク
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