
18 I Geometry Manipulation
66% of the time was spent within the GPU Texture Units. This highlights the
fact that our choice or implementation of the procedural height algorithm on a
per pixel basis, while visually effective, could be improved upon.
Figures 1.11(a)–1.11(e) show some of the various steps taken to create the
final rendered scene. In Figure 1.11(e), we added some diffuse lighting from a
single directional light source, and modified the color of the terrain based on
the calculated surface normal. Greater amounts of realism can be easily added
through any number of techniques, such as the use of textures, detail maps, etc.
An example application, ...