Real-time rendering of large-scale terrain based on GPU

Yanyan Zhang, Qitao Huang, Junwei Han

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Scopus citations

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.

Original languageEnglish
Title of host publication2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009
Pages3795-3799
Number of pages5
DOIs
StatePublished - 2009
Externally publishedYes
Event2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009 - Xi'an, China
Duration: 25 May 200927 May 2009

Publication series

Name2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009

Conference

Conference2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009
Country/TerritoryChina
CityXi'an
Period25/05/0927/05/09

Keywords

  • GPU algorithms
  • Out-of-core
  • Terrain data compression
  • Terrain rendering
  • View-dependent level of detail

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