DocumentCode :
2344672
Title :
Real-time rendering of large-scale terrain based on GPU
Author :
Zhang, Yanyan ; Huang, Qitao ; Han, Junwei
Author_Institution :
Sch. of Mechatron. Eng., Harbin Inst. of Technol., Harbin, China
fYear :
2009
fDate :
25-27 May 2009
Firstpage :
3795
Lastpage :
3799
Abstract :
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.
Keywords :
geography; quadtrees; rendering (computer graphics); GPU-oriented data compression strategy; LOD rendering method; data transfer bandwidth; graphic processing unit; large-scale terrain rendering system; out-of-core rendering; quadtree-based chunk hierarchy; real-time rendering algorithm; template-based triangle stripification method; two-level caching mechanism; two-ratio filtering simplification method; Bandwidth; Data compression; Data visualization; Filtering; Graphics; Hardware; Large-scale systems; Optimization methods; Real time systems; Rendering (computer graphics); GPU algorithms; Out-of-core; Terrain data compression; Terrain rendering; View-dependent level of detail;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Industrial Electronics and Applications, 2009. ICIEA 2009. 4th IEEE Conference on
Conference_Location :
Xi´an
Print_ISBN :
978-1-4244-2799-4
Electronic_ISBN :
978-1-4244-2800-7
Type :
conf
DOI :
10.1109/ICIEA.2009.5138915
Filename :
5138915
Link To Document :
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