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)

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