Real-time rendering of large-scale terrain in the flight simulator

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

2 Scopus citations

Abstract

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.

Original languageEnglish
Title of host publicationIEEE ICIT 2007 - 2007 IEEE International Conferenceon Integration Technology
Pages426-431
Number of pages6
DOIs
StatePublished - 2007
Externally publishedYes
Event2007 IEEE International Conference on Integration Technology, ICIT 2007 - Shenzhen, China
Duration: 20 Mar 200724 Mar 2007

Publication series

NameIEEE ICIT 2007 - 2007 IEEE International Conference on Integration Technology

Conference

Conference2007 IEEE International Conference on Integration Technology, ICIT 2007
Country/TerritoryChina
CityShenzhen
Period20/03/0724/03/07

Keywords

  • Flight simulator
  • Level-of-detail
  • Terrain rendering.[8] hoffman, nathaniel and kenneth mitchell. Photorealistic terrain lighting in real time. Game developer magazine, july 2001, pp. 32-41

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