摘要:This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs. Firstly, the terrain depth offset map texture that represents the appropriate offset values is generated through rendering to texture, which is used to deform terrain in vertex shader. Then in order to accurately represent the fine terrain detail created by deformation, an adaptive geometry tessellation technique is implemented in geometry shader. Moreover, to update deformation area texture, we apply procedural texturing based on constraint conditions in fragment shader. In the end, the experiments prove that our method is feasible and efficient.