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Simple and Fast Terrain Rendering Using Graphics Hardware

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Advances in Artificial Reality and Tele-Existence (ICAT 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4282))

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Abstract

We present a simple and fast LOD rendering technique for terrain visualization, which sufficiently makes use of the GPU capabilities. At load time, we tile the terrain geometry, compute a discrete set of LODs for each tile analog to mipmaps for texture, and cache index buffers for all the levels. At run time, the LOD level is selected on the CPU and the geometrical morphing algorithm is implemented on the GPU. Additionally, we use coherent hierarchical culling (CHC) algorithm to cull away fully occluded tiles to further accelerate the frame rates. Our approach sufficiently exploits both the spatial and temporal coherence of terrain geometry and reduces the bandwidth requirements. Our method can achieve very high frame rates especially when a player wanders through a valley in games or other applications.

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© 2006 Springer-Verlag Berlin Heidelberg

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Zhao, H., Jin, X., Shen, J. (2006). Simple and Fast Terrain Rendering Using Graphics Hardware. In: Pan, Z., Cheok, A., Haller, M., Lau, R.W.H., Saito, H., Liang, R. (eds) Advances in Artificial Reality and Tele-Existence. ICAT 2006. Lecture Notes in Computer Science, vol 4282. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11941354_74

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  • DOI: https://doi.org/10.1007/11941354_74

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-49776-9

  • Online ISBN: 978-3-540-49779-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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