A Real-time Dynamic Rendering Algorithm for Large-scale Terrain
Based on view-dependent level-of-detail,view frustum culling and multi-thread scheduling,this paper propose an algorithms for rendering large-scale terrain realtime on ordinary PC.During the preconditioning stage,original DEM data is divided into many standardized subterrain data blocks and saved them in alone file.In real-time rendering stage,four blocks of memory-resident sub-terrain always are used to rendered,which is also updated according to the movement of view frustum.In this stage,two threads are used.One of them is used to generate multiresolution terrain mesh based on a quad-tree,a flag matrix and a view frustum.Another thread is used to load the sub-terrains needed of follow rendering from second memory according to the movement of view frustum.
Large-scale terrain rendering real-time
Rui-Bin ZHAO Yan-Ling ZHANG Ming-Yong PANG
Department of Computer Science and Technology,Chuzhou University Chuzhou,China Department of Educational Technology Nanjing Normal University Nanjing,China
国际会议
秦皇岛
英文
453-456
2010-11-05(万方平台首次上网日期,不代表论文的发表时间)