A Multi-threaded Multi-context GPU Methodology for Real-time Terrain Rendering
Files
Date issued
2014
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Real-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.
Description
Subject(s)
real-time vykreslování, terén, míra detailu, multikontextové programování, programování grafických procesorů
Citation
WSCG 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.