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Zheng Xin, Liu Wei, Lü Chenlei, Guo Ping. Real-Time Dynamic Storing and Rendering of Massive Terrain with GPU[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(8): 1146-1152.
Citation: Zheng Xin, Liu Wei, Lü Chenlei, Guo Ping. Real-Time Dynamic Storing and Rendering of Massive Terrain with GPU[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(8): 1146-1152.

Real-Time Dynamic Storing and Rendering of Massive Terrain with GPU

  • To alleviate the impact on dynamic rendering massive terrain caused by real-time updating and storing deformation data,a GPU friendly parallel rendering algorithm based on integer wavelet transformation and restricted quad-tree is proposed.By designing block-wise parallel integer wavelet transformation and SPIHT algorithms with CUDA,the high compression ratio is achieved and the transmission of massive terrain data is reduced effectively.Meanwhile,the real-time terrain encoding and decoding caused by dynamically changing the terrain data is addressed also.As a result,the real-time storage of locally dynamic terrain data is achieved.Then,a parallel adaptive triangulation and rendering algorithm is proposed by the combination of integer wavelet coefficients,restricted quad-tree and template technologies.Experimental results show that the proposed algorithm can achieve high rendering frame rate for massive terrain data in the front-end,while the local deformation of terrain data due to external forces can also be saved timely in the back-end.
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