TY - GEN
T1 - Real-time rendering of large-scale terrain in the flight simulator
AU - Zhang, Yanyan
AU - Cong, Dacheng
AU - Han, Junwei
PY - 2007
Y1 - 2007
N2 - Large terrain is an important component of the virtual visual environment in the flight simulator. This paper presents a view-dependent dynamic LOD algorithm which is inspired by the geometry clipmap, and has some supplement or improvement in data structure, refinement criterion, rendering way, etc. The algorithm treats the terrain data as vertex texture; carries out uniform management on the terrain geometry dada sets, terrain color texture and normal vectors using a hiberarchy like the clipmap; and applies the identical spatial partition, transition scheme and update method to these data. The experiment shows that the algorithm can have much smaller memory requirements, make full use of the advantage of GPU and produce realistic and continuous images with the interactive speed. Especially, virtual clipmap support can make sure the algorithm fit the applications which have gigantic terrain range or need higher precision, so it has great extensibility and broad application prospects.
AB - Large terrain is an important component of the virtual visual environment in the flight simulator. This paper presents a view-dependent dynamic LOD algorithm which is inspired by the geometry clipmap, and has some supplement or improvement in data structure, refinement criterion, rendering way, etc. The algorithm treats the terrain data as vertex texture; carries out uniform management on the terrain geometry dada sets, terrain color texture and normal vectors using a hiberarchy like the clipmap; and applies the identical spatial partition, transition scheme and update method to these data. The experiment shows that the algorithm can have much smaller memory requirements, make full use of the advantage of GPU and produce realistic and continuous images with the interactive speed. Especially, virtual clipmap support can make sure the algorithm fit the applications which have gigantic terrain range or need higher precision, so it has great extensibility and broad application prospects.
KW - Flight simulator
KW - Level-of-detail
KW - Terrain rendering.[8] hoffman, nathaniel and kenneth mitchell. Photorealistic terrain lighting in real time. Game developer magazine, july 2001, pp. 32-41
UR - http://www.scopus.com/inward/record.url?scp=46449121652&partnerID=8YFLogxK
U2 - 10.1109/ICITECHNOLOGY.2007.4290511
DO - 10.1109/ICITECHNOLOGY.2007.4290511
M3 - 会议稿件
AN - SCOPUS:46449121652
SN - 1424410924
SN - 9781424410927
T3 - IEEE ICIT 2007 - 2007 IEEE International Conference on Integration Technology
SP - 426
EP - 431
BT - IEEE ICIT 2007 - 2007 IEEE International Conferenceon Integration Technology
T2 - 2007 IEEE International Conference on Integration Technology, ICIT 2007
Y2 - 20 March 2007 through 24 March 2007
ER -