DocumentCode :
1894092
Title :
Graphics hardware-based algorithm for large scale terrain rendering
Author :
Hao Liu ; Duan, Fuzhou ; Zhao, Wenji ; Pan, Liliang ; Wei Cao ; Gong, Huili
Author_Institution :
Capital Normal Univ., Beijing, China
fYear :
2011
fDate :
24-29 July 2011
Firstpage :
2969
Lastpage :
2972
Abstract :
Used the main idea of Geometry Clipmap algorithm for reference, the emphasis focused on simplification of the algorithm and improvement of the details including LOD generation, data scheduling and data clipping etc. Designed a frustum shape mesh (View-Mesh), which was transformed into a terrain mesh by sampling the height map. Implemented the data clipping by using the current View-Mesh to clip a pile of DEM data arranged irregularly. And the terrain blocks selection and sampling was finished by GPU. Experiments show that this algorithm is a unified approach to process and render DEM data and texture data, it has a few advantages including simplicity of implementation, few data limitation and eliminating the cracks phenomenon effectively.
Keywords :
cartography; computer graphic equipment; coprocessors; digital elevation models; rendering (computer graphics); DEM data; GPU; LOD generation; data clipping; digital elevation model; frustum shape mesh; geometry clipmap algorithm; graphics hardware-based algorithm; graphics processing unit; large scale terrain rendering; level-of-detail; scheduling; terrain block sampling; terrain block selection; terrain mesh; texture data; Graphics processing unit; Indexes; Rendering (computer graphics); GPU; Geometry Clipmap; LOD; Mesh; Terrain Visualization;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Geoscience and Remote Sensing Symposium (IGARSS), 2011 IEEE International
Conference_Location :
Vancouver, BC
ISSN :
2153-6996
Print_ISBN :
978-1-4577-1003-2
Type :
conf
DOI :
10.1109/IGARSS.2011.6049839
Filename :
6049839
Link To Document :
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