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

Yanyan Zhang, Qitao Huang, Junwei Han

科研成果: 书/报告/会议事项章节会议稿件同行评审

5 引用 (Scopus)

摘要

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.

源语言英语
主期刊名2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009
3795-3799
页数5
DOI
出版状态已出版 - 2009
已对外发布
活动2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009 - Xi'an, 中国
期限: 25 5月 200927 5月 2009

出版系列

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

会议

会议2009 4th IEEE Conference on Industrial Electronics and Applications, ICIEA 2009
国家/地区中国
Xi'an
时期25/05/0927/05/09

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