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