A GPU Friendly Terrain Rendering Algorithm
in this paper, we propose a GPU friendly terrain rendering algorithm. With the help of this algorithm, when the terrain is quite complex, we can render it in a high frame rate. Our algorithm is designed base on quadtree technology. There are four main parts in our algorithm: VBO Building, clipping, LOD selecting and Rendering. In the testing report, we will find that our algorithm has 6 to 180 times frame rate as Roam. But Cached Geometry has 7 times only. So, we get a better algorithm.
terrain rendering GPU Cached geometry LOD
Yuan Gao Juncheng Zhou
Computer Science Sichuan University Chengdu, China
国际会议
2010 International Conference on Software and Computing Technology(2010年软件与计算机技术国际会议 ICSCT 2010)
昆明
英文
499-502
2010-10-17(万方平台首次上网日期,不代表论文的发表时间)