• DocumentCode
    2496864
  • Title

    A Method for Large-Scale Terrain Rendering Based-on GPU

  • Author

    Zhu, Yi ; Shi, Xiong ; Li, Xiaoli

  • Author_Institution
    Coll. of Software Eng., CUIT, Chengdu, China
  • Volume
    2
  • fYear
    2010
  • fDate
    24-25 April 2010
  • Firstpage
    211
  • Lastpage
    214
  • Abstract
    This paper presents a method for large-scale terrain rendering based on GPU programming. The total terrain data is partitioned into many smaller pages evenly, and the real-time scheduling for massive terrain data is realized with viewpoint-based pre-loading method and the page buffer pool management technology. With the idea of LOD algorithm, each page is divided into some sub-blocks for batch rendering, and the cracking processing between sub-blocks of different levels is advanced to the pre-processing stage, so that the real-time operation on CPU is reduced. Experience has shown that the algorithm of this paper can make CPU and GPU work more harmonious, and the efficient rendering for large-area three-dimensional terrain is realized.
  • Keywords
    computer graphic equipment; coprocessors; rendering (computer graphics); scheduling; terrain mapping; GPU programming; LOD algorithm; batch rendering; cracking processing; large-scale terrain rendering; page buffer pool management technology; real-time scheduling; viewpoint-based pre-loading method; Educational institutions; Graphics; Information technology; Large-scale systems; Mesh generation; Processor scheduling; Rendering (computer graphics); Software engineering; Videoconference; Yarn;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Multimedia and Information Technology (MMIT), 2010 Second International Conference on
  • Conference_Location
    Kaifeng
  • Print_ISBN
    978-0-7695-4008-5
  • Electronic_ISBN
    978-1-4244-6602-3
  • Type

    conf

  • DOI
    10.1109/MMIT.2010.142
  • Filename
    5474363