An Efficient Method for Voxel-Based Terrain Visualization
Terrain rendering is essential to represent virtual environment in interactive applications. We have explored voxel-based terrain rendering using GPU-based ray casting method. The 3D visualization of real terrain fields such as Geographic Information System (GIS) requires interactive fly-through on the terrain.However, since previous approaches usually require a tremendous amount of CPU computation for viewfrustum culling and level-of-detail selecthon, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU,which exploits a novel data structure using quadtree method, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method.
Dong-Soo Kang Byeong-Seok Shin
Department of Computer Science and Information Engineering, Inha University 253 Yonghyeon-Dong, Nam-Gu, Inchon, 402-751, Korea
国际会议
重庆
英文
93-97
2007-04-24(万方平台首次上网日期,不代表论文的发表时间)