@inproceedings{ebb95ebf0aca4182bd8bb353144d551b,
title = "Real-time rendering of large-scale terrain based on GPU",
abstract = "For efficient visualization, storage and management of massive datasets in current large-scale terrain rendering system, a real-time rendering algorithm of large-scale terrain based on GPU (Graphic Processing Unit) is proposed. The algorithm is an out-of-core supported aggregated LOD (Level of Detail) rendering method and focuses on the use of GPUs' ability in the computation and programmability. The two-ratio filtering simplification method and quadtree-based chunk hierarchy are used to generate a simple and regular chunk structure for view-dependent LOD visualization. Based on this structure, a GPU-oriented data compression strategy is given for reducing data transfer bandwidth and storage consumption; a template-based triangle stripification method is used for optimizing visualization efficiency and generating a conforming terrain without cracks. Besides the management strategy of massive datasets which is based on a two-level caching mechanism makes the algorithm breakthrough the hardware limitation and realize the out-of-core rendering. During the typical fly-over for large-scale datasets, a very high frame rate can be guaranteed by the algorithm.",
keywords = "GPU algorithms, Out-of-core, Terrain data compression, Terrain rendering, View-dependent level of detail",
author = "Yanyan Zhang and Qitao Huang and Junwei Han",
year = "2009",
doi = "10.1109/ICIEA.2009.5138915",
language = "英语",
isbn = "9781424428007",
series = "2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009",
pages = "3795--3799",
booktitle = "2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009",
note = "2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009 ; Conference date: 25-05-2009 Through 27-05-2009",
}