GPU-friendly high-quality terrain rendering
Date issued
2006
Authors
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.