DocumentCode
2862639
Title
A Framework of Large-Scale Terrain Visualization Based on GPU
Author
Li, Bo ; Li, Zhongyi ; Wang, Cheng
Author_Institution
Digital Eng. & Simulation Res. Center, Huazhong Univ. of Sci. & Technol., Wuhan, China
fYear
2009
fDate
11-13 Dec. 2009
Firstpage
1
Lastpage
4
Abstract
In this paper an efficient solution of large scale, interactive terrain visualization is proposed based on graphic hardware. The method of multi-thread is adopted to resolve the bottle-neck problem of data fetching from the external memory, and the methods of level of details (LODs) based on view-dependent and mesh rendering in graphics programmable units (GPU) are used to ensure visual quality and high rendering frame rate. Our framework exploits restricted quadtree structure to recursively subdivide a square block by the algorithm of top-down refinement, and takes advantage of the character of GPU vertex texture to render surface in shaders which extremely reduce time spending by parallel processing. Experimental results show that the framework is output sensitive, effective and satisfies the requirements of interactive large scale terrain visualization.
Keywords
coprocessors; data visualisation; geographic information systems; interactive systems; parallel processing; rendering (computer graphics); GPU vertex texture; bottle-neck problem; geographic information system; graphic hardware; graphics programmable units; large scale interactive terrain visualization; level of details; mesh rendering; parallel processing; Acceleration; Application software; Data visualization; Graphics; Hardware; Large-scale systems; Memory management; Parallel processing; Rendering (computer graphics); Surface texture;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Software Engineering, 2009. CiSE 2009. International Conference on
Conference_Location
Wuhan
Print_ISBN
978-1-4244-4507-3
Electronic_ISBN
978-1-4244-4507-3
Type
conf
DOI
10.1109/CISE.2009.5366144
Filename
5366144
Link To Document