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Li Baiyun, Zhao Chunxia. A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(12): 2259-2264.
Citation: Li Baiyun, Zhao Chunxia. A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering[J]. Journal of Computer-Aided Design & Computer Graphics, 2010, 22(12): 2259-2264.

A GPU Based Run-Time Quad-Tree Construction Method for Fast Terrain Rendering

  • We present a GPU based implementation of quad-tree based LODs terrain rendering.Comparing to traditional CPU based algorithm,we use texture to store quad-tree data,and pixel shader to construct quad-tree in real time.Then,geometry shaders are used to traverse the quad-tree and divide the scene into different resolutions.Moreover,by introducing 'intermediate set',we avoid t-break between different resolutions without CPU interference.Our results are compared with traditional algorithms based on CPU implementation and our method can achieve 34 times higher frame rates under comparable quality.
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