Seamless Patches for GPU-Based Terrain Rendering

被引:0
|
作者
Livny, Yotarn [1 ]
Kogan, Zvi [1 ]
El-Sana, Jihad [1 ]
机构
[1] Ben Gurion Univ Negev, Dept Comp Sci, IL-84105 Beer Sheva, Israel
关键词
Terrain visualization; view-dependent rendering; and level of detail;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this paper we present a novel approach for interactive rendering of large terrain datasets which is based on subdividing the terrain into rectangular patches at different resolutions. Each patch is represented by four triangular files which can be tit different resolutions; and four strips which are used to stitch the four tiles in a seamless manner. As a result, our scheme maintains resolution changes within patches and not across patches. At runtime, the terrain patches are used to construct a level of detail based on view-para meters. The selected level of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacent patches agree on the resolution of common edges, the resulted mesh does not include any cracks or degenerate triangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles and assigning elevation for each vertex from the cached textures. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.
引用
收藏
页码:201 / 208
页数:8
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