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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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
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