Real-Time Rendering for Out-of-Core Terrain Model
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Abstract
We propose an algorithm to partition the whole model into equal-size blocks and arrange the blocks with space filling curves in multi-resolution form. In real-time rendering, grid points are paged in block-by-block, layer-by-layer order according to the current viewpoint. Block-based view frustum clipping and multi-resolution LOD rendering are implemented at runtime. Under our block-based paging and rendering strategy, the I/O overload is greatly reduced and the algorithm satisfies real-time requirement under limited resources.
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