• 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