• DocumentCode
    3295238
  • Title

    Symmetric Cluster Set Level of Detail for Real-Time Terrain Rendering

  • Author

    Judnich, John ; Ling, Nam

  • Author_Institution
    Dept. of Comput. Eng., Santa Clara Univ., Santa Clara, CA, USA
  • fYear
    2012
  • fDate
    9-13 July 2012
  • Firstpage
    320
  • Lastpage
    324
  • Abstract
    In this paper, we present an improvement for batch-based quad tree terrain rendering that drastically reduces the number of draw calls to the graphics processing unit. As a result, more fine-grained triangular optimization is possible without sacrificing triangle throughput. No extra preprocessing is required. In general, quad tree terrain algorithms recursively subdivide mesh geometry to meet visual error constraints. Batch-based techniques use buffered grid blocks as the subdivision primitive for better triangle throughput. We base our algorithm on structural observations of such terrain quad trees. First, we show that the four sub-nodes of any non-leaf can be categorized into sixteen distinct states of drawing behavior. These states are symmetric in such a way that allows just five unique geometries to represent all of them. With the additional observation that leaf nodes appear in groups of four across regions of homogeneous grid resolution, we develop a technique employing 23 unique geometric batches from which any terrain can be rendered. The resulting algorithm reliably reduces draw calls by a factor of 6 on average, and achieves render performance 30 to 50 percent faster than comparable techniques.
  • Keywords
    geometry; mesh generation; rendering (computer graphics); trees (mathematics); batch-based quad tree terrain rendering; buffered grid block; drawing behavior; fine-grained triangular optimization; graphics processing unit; homogeneous grid resolution; mesh geometry; quad tree terrain algorithm; real-time terrain rendering; structural observation; subdivision primitive; symmetric cluster set level; terrain quad tree; triangle throughput; visual error constraint; Geometry; Graphics processing unit; Hardware; Heuristic algorithms; Rendering (computer graphics); Throughput; Visualization; Data visualization; Geometry; Graphics; Rendering (computer graphics); Terrain rendering;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Multimedia and Expo (ICME), 2012 IEEE International Conference on
  • Conference_Location
    Melbourne, VIC
  • ISSN
    1945-7871
  • Print_ISBN
    978-1-4673-1659-0
  • Type

    conf

  • DOI
    10.1109/ICME.2012.178
  • Filename
    6298417