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dc.contributor.authorYusuf, Mohammad A.
dc.contributor.authorMostafa, Mostafa G. M.
dc.contributor.authorElarif, Taha I.
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-02-05T06:46:53Z-
dc.date.available2015-02-05T06:46:53Z-
dc.date.issued2014
dc.identifier.citationWSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 131-140.en
dc.identifier.isbn978-80-86943-74-9
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Full-proceedings.pdf
dc.identifier.urihttp://hdl.handle.net/11025/11922
dc.description.abstractReal-time rendering of large terrains has several important applications. Hence, many methods have been devised to solve this problem. The main challenge for such methods is to deal with a large terrain dataset and maintain interactive frame rates. In this paper, we propose a level-of-detail (LOD) based multi-threaded multi-context method that works on two separate activities. Each activity is assigned to its own CPU thread and GPU context. The LOD hierarchy is constructed on the GPU context of the errors activity and stored as a 2D texture map. This texture map is used by the blocks rendering activity via its CPU thread to initiate the rendering process by sending different terrain blocks as translation and scaling parameters to its GPU context, which uses a reusable single shared vertex and index buffer to render the required block based on the passed parameters and the height-field texture. The results show that the proposed method achieves high interactive frame rates at guaranteed very small screen-space errors.en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2014: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectreal-time vykreslovánícs
dc.subjectteréncs
dc.subjectmíra detailucs
dc.subjectmultikontextové programovánícs
dc.subjectprogramování grafických procesorůcs
dc.titleA Multi-threaded Multi-context GPU Methodology for Real-time Terrain Renderingen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedreal-time renderingen
dc.subject.translatedterrainen
dc.subject.translatedlevel of detailen
dc.subject.translatedmulti-context programmingen
dc.subject.translatedGPU programmingen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG 2014: Full Papers Proceedings

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