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
Link To Document :
بازگشت