Seamless Patches for GPU-Based Terrain Rendering
Date issued
2007
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
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.
Description
Subject(s)
vizualizace terénu, vykreslování, míra detailu
Citation
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.