Title: | GPU-friendly high-quality terrain rendering |
Authors: | Schneider, Jens Westermann, Rüdiger |
Citation: | Journal of WSCG. 2006, vol. 14, no. 1-3, p. 49-56. |
Issue Date: | 2006 |
Publisher: | Václav Skala - UNION Agency |
Document type: | článek article |
URI: | http://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip http://hdl.handle.net/11025/1359 |
ISBN: | 80-86943-09-7 |
ISSN: | 1213-6972 (hardcopy) 1213-6964 (online) 1213-6980 (CD-ROM) |
Keywords: | vykreslování;hierarchické mřížkování;grafické procesory;progresivní přenos dat;terén |
Keywords in different language: | rendering;hierarchical meshing;graphic processing units;progressive data transfer;terrain |
Abstract: | We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete set of LODs using a nested mesh hierarchy. This hierarchy can be encoded progressively. At run time, continuous LODs can simply be generated by interpolation of per-vertex height values on the GPU. Any mesh re-triangulation at run-time is avoided. Because the number of triangles in the mesh hierarchy is substantially decimated and by progressive transmission of vertices, our approach significantly reduces bandwidth requirements. During a typical fly-over we can guarantee extremely small pixel errors at very high frame rates. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | Number 1-3 (2006) |
Files in This Item:
File | Description | Size | Format | |
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Schneider.pdf | 995,89 kB | Adobe PDF | View/Open |
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http://hdl.handle.net/11025/1359
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