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Bimodal Vertex Splitting: Acceleration of Quadtree Triangulation for Terrain Rendering

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

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Summary :

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.

Publication
IEICE TRANSACTIONS on Information Vol.E97-D No.6 pp.1624-1633
Publication Date
2014/06/01
Publicized
Online ISSN
1745-1361
DOI
10.1587/transinf.E97.D.1624
Type of Manuscript
PAPER
Category
Computer Graphics

Authors

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

Keyword