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
Link To Document