• DocumentCode
    3337991
  • Title

    An implicit and GPU based approach for solving cracks in terrain visualization

  • Author

    Cao, Wei ; Duan, Fuzhou ; Gong, Huili ; Zhao, Wenji

  • Author_Institution
    Capital Normal Univ., Beijing, China
  • fYear
    2010
  • fDate
    25-30 July 2010
  • Firstpage
    4003
  • Lastpage
    4006
  • Abstract
    The huge storage for large terrain datasets and high resolution images have been the most important factors that influence the performance for interactive large-scale terrain rendering. To solve the problem, researchers partition a whole terrain into small tiles and utilize GPU (Graphics Processing Unit) to render them respectively. But usually the different levels of detail between adjacent tiles will induce cracks between them which will decrease the fidelity greatly. Many algorithms have presented solutions to overcome the disadvantage but haven´t achieved absolutely success either by the complexity or by the bad effect. In this paper we present an implicit and GPU-based method to overcome the traditional drawbacks. We will partition the square terrain datasets into triangular tiles and predefine the amount of the inner triangles of each tile to 2m×2m (m>1). Then at runtime, we force the maximum level difference of the adjacent tiles to 1. And this will connect the terrain tiles seamlessly. And in the paper we transform the DEM data into vertex texture, and store the data in GPU. And finally we use the advanced shader language HLSL to implement the operation of fetching height value. The above improvements have achieved great effect.
  • Keywords
    computer graphic equipment; coprocessors; crack detection; data visualisation; high level languages; image resolution; image texture; rendering (computer graphics); terrain mapping; DEM; GPU; HLSL; advanced shader language; crack; graphics processing unit; image resolution; terrain rendering; terrain visualization; vertex texture; Algorithm design and analysis; Graphics processing unit; Partitioning algorithms; Real time systems; Rendering (computer graphics); Spatial resolution; Tiles; GPU; HLSL; crack; terrain rendering;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Geoscience and Remote Sensing Symposium (IGARSS), 2010 IEEE International
  • Conference_Location
    Honolulu, HI
  • ISSN
    2153-6996
  • Print_ISBN
    978-1-4244-9565-8
  • Electronic_ISBN
    2153-6996
  • Type

    conf

  • DOI
    10.1109/IGARSS.2010.5651730
  • Filename
    5651730