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
Link To Document