DocumentCode
2522036
Title
A terrain rending method with GPU-based error metric
Author
Ge, Zihou ; Li, Wenhui
Author_Institution
Coll. of Comput. Sci. & Technol., JiLin Univ., Changchun, China
fYear
2010
fDate
9-11 April 2010
Firstpage
186
Lastpage
190
Abstract
We present a terrain rending technique for large, textured terrain, which uses GPU-based error metric. In preprocess, the domain was first tiled and computed into a nested geometric space error map based on geographic theory. In order to obtain seamless connection, the edge errors of two connecting tiles are consistent with each other. At run time, screen space error is projected from geometric error and compared with error threshold according to viewpoint to select terrain grid points by GPU. At last, triangle strip is constructed according to RQT method. The method processes the error metric and triangulation by GPU to improve the rending efficiency of image hardware, and save the running time of CPU.
Keywords
computer graphic equipment; coprocessors; quadtrees; terrain mapping; CPU; GPU-based error metric; RQT method; geographic theory; geometric error; nested geometric space error map; restricted quadtree; screen space error; terrain grid points; terrain rending method; triangle strip; Aerospace engineering; Computer errors; Computer science; Data visualization; Educational institutions; Hardware; Military computing; Runtime; Space technology; Strips; GPU-based; error metric; nested geometric space error; restricted quadtree; terrain rending;
fLanguage
English
Publisher
ieee
Conference_Titel
Image Analysis and Signal Processing (IASP), 2010 International Conference on
Conference_Location
Zhejiang
Print_ISBN
978-1-4244-5554-6
Electronic_ISBN
978-1-4244-5556-0
Type
conf
DOI
10.1109/IASP.2010.5476134
Filename
5476134
Link To Document