• DocumentCode
    3140780
  • Title

    A fast real-time rendering method of 3D terrain using out-of-core visualization

  • Author

    Xiang Li ; Wanggen Wan ; Mengyao Zhu ; Zhi Wang ; Lei Wang

  • Author_Institution
    Sch. of Commun. & Inf. Eng., Shanghai Univ., Shanghai, China
  • fYear
    2011
  • fDate
    6-8 July 2011
  • Firstpage
    1
  • Lastpage
    5
  • Abstract
    In this paper, we propose an improved algorithm for real-time rendering of large 3D scene, in which we combine quad-tree hierarchy, level of detail (LOD) and out-of-core algorithm. In order to get an efficient rendering method, we construct a scene hierarchy to maintain the rendering scene tree, use quad-tree to simplify terrain meshes, and import the out-of-core algorithm to reduce memory requirements. There are two key steps in his algorithm: Firstly, we will simplify the scene data using quad-tree algorithm. Then we could get a set of simplified meshes for rendering. Secondly, View-dependent out-of-core method is imported to determine which part of meshes should be rendering or delete from the memory. Then we could reduce the memory requirements at runtime. In the last part of the paper, we use terrain data to test out algorithm. Comparing to traditional quad-tree algorithm our method run faster and need less memory requirements.
  • Keywords
    data visualisation; mesh generation; rendering (computer graphics); trees (mathematics); 3D terrain; level of detail algorithm; memory requirement reduction; out-of-core algorithm; out-of-core visualization; quad-tree hierarchy; real-time rendering method; rendering scene tree; scene hierarchy; terrain meshes; view-dependent out-of-core method; Real-time rendering; out-of-core; terrain;
  • fLanguage
    English
  • Publisher
    iet
  • Conference_Titel
    Smart and Sustainable City (ICSSC 2011), IET International Conference on
  • Conference_Location
    Shanghai
  • Print_ISBN
    978-1-84919-326-9
  • Type

    conf

  • DOI
    10.1049/cp.2011.0297
  • Filename
    6138132