GPU-friendly high-quality terrain rendering

Date issued

2006

Journal Title

Journal ISSN

Volume Title

Publisher

Václav Skala - UNION Agency

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.

Description

Subject(s)

vykreslování, hierarchické mřížkování, grafické procesory, progresivní přenos dat, terén

Citation

Journal of WSCG. 2006, vol. 14, no. 1-3, p. 49-56.
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