• DocumentCode
    3192491
  • Title

    LOD Terrain Rendering by Local Parallel Processing on GPU

  • Author

    Valdetaro, Alexandre ; Nunes, Gustavo ; Raposo, Alberto ; Feijo, Bruno ; de Toledo, Rodrigo

  • Author_Institution
    Dept. of Inf., Pontifical Catholic Univ. of Rio de Janeiro(PUC-Rio), Rio de Janeiro, Brazil
  • fYear
    2010
  • fDate
    8-10 Nov. 2010
  • Firstpage
    182
  • Lastpage
    188
  • Abstract
    In this paper, we present a new technique for highly efficient terrain rendering using continuous view-dependent Level-of-Detail based on hardware tessellation unit found in modern GPUs. Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches. This patch-by-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable.
  • Keywords
    computer graphic equipment; coprocessors; parallel processing; rendering (computer graphics); terrain mapping; GPU; LOD terrain rendering; hardware tessellation; level-of-detail; parallel processing; Acceleration; Cameras; Data structures; Graphics processing unit; Hardware; Rendering (computer graphics); Tiles;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
  • Conference_Location
    Florianopolis
  • ISSN
    2159-6654
  • Print_ISBN
    978-1-61284-391-9
  • Electronic_ISBN
    2159-6654
  • Type

    conf

  • DOI
    10.1109/SBGAMES.2010.30
  • Filename
    5772286