Camera Textures: A Study on Terrain Blending in Game Graphics Rendering

The transitional blending between terrain and objects is a core challenge in enhancing the realism of game scenes. Aiming at the problems of poor universality, reliance on high-configuration devices, and insufficient workflow compatibility in existing technologies, this paper proposes a technical framework for Camera Textures. Inspired by deferred rendering, this framework uniformly stores core lighting channels such as depth, albedo, normal, roughness, metallic, and ambient occlusion in a view-space texture set, constructing a cross-object lighting information sharing mechanism. Through a dynamic calculation algorithm for blending factors, combined with depth-inferred world coordinates and distance metrics, it achieves adaptive blending of geometry and materials. Furthermore, an additional camera system is designed to support pre-baking channel information for complex regions, breaking through the single-viewpoint limitation. Experiments show that this solution achieves terrain blending with low labor costs and high real-time performance in the Unity engine, supports dynamic interactive scenes, and significantly improves cross-platform universality and developer workflow compatibility.

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Publication Details

Journal
Journal of Computer and Communications
Published
2025-01-01
DOI
https://doi.org/10.4236/jcc.2025.137016
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Camera Textures: A Study on Terrain Blending in Game Graphics Rendering

Xinyu Hui, Yang Deng
Journal of Computer and Communications
Augmented Reality Applications
article

Camera Textures: A Study on Terrain Blending in Game Graphics Rendering

Xinyu Hui, Yang Deng
article en

Abstract

The transitional blending between terrain and objects is a core challenge in enhancing the realism of game scenes. Aiming at the problems of poor universality, reliance on high-configuration devices, and insufficient workflow compatibility in existing technologies, this paper proposes a technical framework for Camera Textures. Inspired by deferred rendering, this framework uniformly stores core lighting channels such as depth, albedo, normal, roughness, metallic, and ambient occlusion in a view-space texture set, constructing a cross-object lighting information sharing mechanism. Through a dynamic calculation algorithm for blending factors, combined with depth-inferred world coordinates and distance metrics, it achieves adaptive blending of geometry and materials. Furthermore, an additional camera system is designed to support pre-baking channel information for complex regions, breaking through the single-viewpoint limitation. Experiments show that this solution achieves terrain blending with low labor costs and high real-time performance in the Unity engine, supports dynamic interactive scenes, and significantly improves cross-platform universality and developer workflow compatibility.

Journal of Computer and CommunicationsVol. 13(07)
Beijing Institute of Graphic Communication (CN)
Climate action
Openalex Percentile: Top 83%
Augmented Reality Applications
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