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.
Authors
- Xinyu Hui (ORCID: https://orcid.org/0000-0002-4499-1251)
- Yang Deng (ORCID: https://orcid.org/0000-0003-3923-574X)
Institutions
- Beijing Institute of Graphic Communication (CN)
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
- 0.00