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Li Qin, Dai Shuling, Zhao Yongjia, Wang Xiang. A Block LOD Real-time Rendering Algorithm for Large Scale Terrain[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(5): 708-713.
Citation: Li Qin, Dai Shuling, Zhao Yongjia, Wang Xiang. A Block LOD Real-time Rendering Algorithm for Large Scale Terrain[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(5): 708-713.

A Block LOD Real-time Rendering Algorithm for Large Scale Terrain

  • In order to solve the problem of high memory space cost and low frame rate in large scale terrain rendering,a block level-of-detail real-time rendering algorithm based on linear quadtree was proposed.It worked on Geomipmapping algorithm.Firstly,digital elevation model was de-sampled to get the same size blocks;terrain pyramid was built with different scales and bias factors offline.Then linear quadtree index of terrain blocks was created,a more reasonable scheduling criterion was defined.Finally,vertical skirt was used to eliminate cracks;GPU-based morphing method was applied to slow down vertex popping.The experimental results show the proposed algorithm could reduce raw data memory consumption,CPU processing time and number of GPU rendering batches significantly,the rendering rate is high and smooth.
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