Title :
Real-time optimization technology and its application in terrain rendering
Author_Institution :
Dept. of Comput., North China Electr. Power Univ., Baoding, China
Abstract :
The tradeoff between real-time rendering of complex terrain and its high fidelity has been an important problem in many fields, such as computer graphics, virtual reality (VR), geographic information system (GIS), 3D games and so on. To efficiently solve the real-time rendering of realistic terrain, this paper first gives an overview of related real-time optimization technology and algorithms for terrain rendering, followed by the analysis of the necessity and feasibility of comprehensive application of real-time optimization technology in terrain rendering. Finally, using the Microsoft game framework XNA, a quadtree-based multi-resolution terrain rendering engine combined frustum culling optimization is designed and implemented. The performance analysis and comparisons are conducted through the final experimental evaluations, which show that the comprehensive application of real-time optimization in complex terrain rendering proposed in this paper has more outstanding performance gains.
Keywords :
computer games; optimisation; rendering (computer graphics); terrain mapping; trees (mathematics); virtual reality; 3D games; Microsoft game framework; XNA; computer graphics; frustum culling optimization; geographic information system; quadtree-based multiresolution terrain rendering engine; real-time optimization technology; real-time rendering; realistic terrain; virtual reality; Algorithm design and analysis; Games; Graphics processing unit; Optimization; Pipelines; Real time systems; Rendering (computer graphics); XNA game framework; frustum culling; programmable GPU; real-time optimization; terrain rendering;
Conference_Titel :
Image and Signal Processing (CISP), 2011 4th International Congress on
Conference_Location :
Shanghai
Print_ISBN :
978-1-4244-9304-3
DOI :
10.1109/CISP.2011.6100401