Název: Seamless Patches for GPU-Based Terrain Rendering
Autoři: Livny, Yotam
Kogan, Zvi
El-Sana, Jihad
Citace zdrojového dokumentu: WSCG '2007: Full Papers Proceedings: The 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007 in co-operation with EUROGRAPHICS: University of West Bohemia Plzen Czech Republic, January 29 – February 1, 2007, p. 201-208.
Datum vydání: 2007
Nakladatel: Václav Skala - UNION Agency
Typ dokumentu: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/wscg2007/Papers_2007/full/!WSCG2007_Full_Proceedings_Final-1.zip
http://hdl.handle.net/11025/11011
ISBN: 978-80-86943-98-5
Klíčová slova: vizualizace terénu;vykreslování;míra detailu
Klíčová slova v dalším jazyce: terrain visualization;rendering;level of detail
Abstrakt: In this paper we present a novel approach for interactive rendering of large terrain datasets which is based on subdividing the terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles which can be at different resolutions; and four strips which are used to stitch the four tiles in a seamless manner. As a result, our scheme maintains resolution changes within patches and not across patches. At runtime, the terrain patches are used to construct a level of detail based on view-parameters. The selected level of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacent patches agree on the resolution of common edges, the resulted mesh does not include any cracks or degenerate triangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles and assigning elevation for each vertex from the cached textures. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.
Práva: © Václav Skala - UNION Agency
Vyskytuje se v kolekcích:WSCG '2007: Full Papers Proceedings

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