GPU-friendly high-quality terrain rendering

Jens Schneider*, Rüdiger Westermann

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

88 Citations (Scopus)

Abstract

We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete set of LODs using a nested mesh hierarchy. This hierarchy can be encoded progressively. At run time, continuous LODs can simply be generated by interpolation of per-vertex height values on the GPU. Any mesh re-triangulation at run-time is avoided. Because the number of triangles in the mesh hierarchy is substantially decimated and by progressive transmission of vertices, our approach significantly reduces bandwidth requirements. During a typical fly-over we can guarantee extremely small pixel errors at very high frame rates.

Original languageEnglish
Title of host publication14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings
Pages49-56
Number of pages8
Publication statusPublished - 2006
Externally publishedYes
Event14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS - Plzen, Czech Republic
Duration: 31 Jan 20062 Feb 2006

Publication series

Name14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings

Conference

Conference14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS
Country/TerritoryCzech Republic
CityPlzen
Period31/01/062/02/06

Keywords

  • GPUs
  • Geomorphs
  • Hierarchical meshing
  • Progressive data transfer
  • Terrain rendering

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