Progressive Terrain Rendering Using GPU-Based Quadtree
We propose a high speed quadtree-based terrain rendering method using recent GPU (Graphics Processing Unit). Most quadtree-based terrain visualization methods have been performed on CPU because hierarchical data structures cannot be manipulated in a programmable rendering pipeline. Therefore rendering speed is considerably slower than the GPU-based methods. Our method provides a CLOD (Continuous Level-of-Detail) method for GPU execution. By using this method, entire rendering process is performed on GPU. So it offers higher rendering performance than the previous CPU-based quadtree methods. Also we can handle much larger dataset for detailed scene.
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Eun-Seok Lee In-Woo Jo Byeong-Seok Shin
Dept. of Computer Science and Information Engineering, Inha Univ. Korea
国际会议
重庆
英文
149-152
2010-04-22(万方平台首次上网日期,不代表论文的发表时间)