会议专题

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.

component formatting style styling insert (key words)

Eun-Seok Lee In-Woo Jo Byeong-Seok Shin

Dept. of Computer Science and Information Engineering, Inha Univ. Korea

国际会议

The 8th Asian Symposium on Geographic Information Systems from a Computer Science & Engineering Viewpoint(ASGIS 2010)(第八届亚洲地理信息系统国际学术研讨会)

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)