• DocumentCode
    692967
  • Title

    A LOD algorithm based on out-of-core for large scale terrain rendering

  • Author

    Zhifeng Zhang ; Na Zhang

  • Author_Institution
    Software Eng. Coll., Zhengzhou Univ. of Light Ind., Zhengzhou, China
  • fYear
    2013
  • fDate
    20-22 Dec. 2013
  • Firstpage
    2168
  • Lastpage
    2171
  • Abstract
    In this paper, we present an algorithm for large scale terrain rendering, which is an out-of-core, level-of-detail algorithm that supports dynamic updates to the terrain mesh. It draws the terrain directly from the source heightmap data and it is structured around a quadtree of regular grids. There real-time procedural detail can be added to the terrain down to a user desired resolution. Any newly added data will be treated the same as the rest of the terrain mesh, and will be able to be paged in and out from hard disk when needed, to fully satisfy the out-of-core requirement.
  • Keywords
    quadtrees; rendering (computer graphics); terrain mapping; LOD algorithm; hard disk; large scale terrain rendering; level-of-detail algorithm; out-of-core algorithm; quadtree; source heightmap data; Educational institutions; Geometry; Graphics processing units; Heuristic algorithms; Real-time systems; Rendering (computer graphics); LOD; multi-resolution model; quad-tree; three-dimensional terrain;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Mechatronic Sciences, Electric Engineering and Computer (MEC), Proceedings 2013 International Conference on
  • Conference_Location
    Shengyang
  • Print_ISBN
    978-1-4799-2564-3
  • Type

    conf

  • DOI
    10.1109/MEC.2013.6885407
  • Filename
    6885407