Efficient adaptive rendering of planetary-scale terrains

被引:0
|
作者
Masood, Zafar [1 ]
Zheng, Jiangbin [1 ]
Irfan, Muhammad [1 ]
Ahmad, Idress [2 ]
机构
[1] Northwestern Polytech Univ, Sch Software, Xian, Shaanxi, Peoples R China
[2] Int Islamic Univ, Dept Comp Sci & Software Engn, Islamabad, Pakistan
关键词
real-time graphics; level-of-detail; adaptive simplification; hardware acceleration; geographic information systems; GEOMETRY CLIPMAPS;
D O I
10.1504/IJCAT.2023.132398
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Planetary-scale terrain requires adaptive simplification and tessellation for high-performance rendering. Real-world visualisation requires adaptive rendering of the world-scale geometric model, which is a challenging task especially on consumer-level notebooks. In this work, we propose a method for the adaptive rendering of the Earth's surface model using modern GPU features. The multi-resolution model is partitioned into patches and is submitted efficiently using the geometry-instancing feature for high-performance rendering. Patch-based algorithm culls world-scale model in graphics pipeline to reduce simplification and rendering load. The proposed method performs the adaptive simplification of patches with geometric-error control in image space for optimum triangulation. Simplified patches are tessellated using power-of-two tessellation factors to avoid boundary cracks. After tessellation, a three-dimensional surface is constructed by displacement mapping using a regular height data grid. Comparative evaluation of the proposed method with clipmaps and hardware-based tessellation methods is performed and results are presented.
引用
收藏
页码:286 / 295
页数:11
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