DocumentCode :
3337991
Title :
An implicit and GPU based approach for solving cracks in terrain visualization
Author :
Cao, Wei ; Duan, Fuzhou ; Gong, Huili ; Zhao, Wenji
Author_Institution :
Capital Normal Univ., Beijing, China
fYear :
2010
fDate :
25-30 July 2010
Firstpage :
4003
Lastpage :
4006
Abstract :
The huge storage for large terrain datasets and high resolution images have been the most important factors that influence the performance for interactive large-scale terrain rendering. To solve the problem, researchers partition a whole terrain into small tiles and utilize GPU (Graphics Processing Unit) to render them respectively. But usually the different levels of detail between adjacent tiles will induce cracks between them which will decrease the fidelity greatly. Many algorithms have presented solutions to overcome the disadvantage but haven´t achieved absolutely success either by the complexity or by the bad effect. In this paper we present an implicit and GPU-based method to overcome the traditional drawbacks. We will partition the square terrain datasets into triangular tiles and predefine the amount of the inner triangles of each tile to 2m×2m (m>1). Then at runtime, we force the maximum level difference of the adjacent tiles to 1. And this will connect the terrain tiles seamlessly. And in the paper we transform the DEM data into vertex texture, and store the data in GPU. And finally we use the advanced shader language HLSL to implement the operation of fetching height value. The above improvements have achieved great effect.
Keywords :
computer graphic equipment; coprocessors; crack detection; data visualisation; high level languages; image resolution; image texture; rendering (computer graphics); terrain mapping; DEM; GPU; HLSL; advanced shader language; crack; graphics processing unit; image resolution; terrain rendering; terrain visualization; vertex texture; Algorithm design and analysis; Graphics processing unit; Partitioning algorithms; Real time systems; Rendering (computer graphics); Spatial resolution; Tiles; GPU; HLSL; crack; terrain rendering;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Geoscience and Remote Sensing Symposium (IGARSS), 2010 IEEE International
Conference_Location :
Honolulu, HI
ISSN :
2153-6996
Print_ISBN :
978-1-4244-9565-8
Electronic_ISBN :
2153-6996
Type :
conf
DOI :
10.1109/IGARSS.2010.5651730
Filename :
5651730
Link To Document :
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