The search functionality is under construction.
The search functionality is under construction.

Keyword Search Result

[Keyword] terrain rendering(3hit)

1-3hit
  • Geometry Clipmaps Terrain Rendering Using Hardware Tessellation

    Ge SONG  Hongyu YANG  Yulong JI  

     
    LETTER-Computer Graphics

      Pubricized:
    2016/11/09
      Vol:
    E100-D No:2
      Page(s):
    401-404

    Due to heavy rendering load and unstable frame rate when rendering large terrain, this paper proposes a geometry clipmaps based algorithm. Triangle meshes are generated by few tessellation control points in GPU tessellation shader. ‘Cracks’ caused by different resolution between adjacent levels are eliminated by modifying outer tessellation level factor of shared edges between levels. Experimental results show the algorithm is able to improve rendering efficiency and frame rate stability in terrain navigation.

  • Bimodal Vertex Splitting: Acceleration of Quadtree Triangulation for Terrain Rendering

    Eun-Seok LEE  Jin-Hee LEE  Byeong-Seok SHIN  

     
    PAPER-Computer Graphics

      Vol:
    E97-D No:6
      Page(s):
    1624-1633

    Massive digital elevation models require a large number of geometric primitives that exceed the throughput of the existing graphics hardware. For the interactive visualization of these datasets, several adaptive reconstruction methods that reduce the number of primitives have been introduced over the decades. Quadtree triangulation, based on subdivision of the terrain into rectangular patches at different resolutions, is the most frequently used terrain reconstruction method. This usually accomplishes the triangulation using LOD (level-of-detail) selection and crack removal based on geometric errors. In this paper, we present bimodal vertex splitting, which performs LOD selection and crack removal concurrently on a GPU. The first mode splits each vertex for LOD selection and the second splits each vertex for crack removal. By performing these two operations concurrently on a GPU, we can efficiently accelerate the rendering speed by reducing the computation time and amount of transmission data in comparison with existing quadtree-based rendering methods.

  • Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU

    Eun-Seok LEE  Byeong-Seok SHIN  

     
    PAPER-Computer Graphics

      Vol:
    E94-D No:1
      Page(s):
    137-145

    In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.