DocumentCode :
574981
Title :
Geometry compression method for deformable terrain rendering
Author :
Ge, Zihou ; Li, Wenhui
Author_Institution :
Coll. of Comput. Sci. & Technol., JiLin Univ., Changchun, China
fYear :
2011
fDate :
Nov. 29 2011-Dec. 1 2011
Firstpage :
260
Lastpage :
265
Abstract :
We present a geometry compression method for deformable terrain rendering method, which dynamically transmit compressing data to graphic hardware and compute dynamic error metric by GPU. The domain is first tiled and computed into a nested geometric space error map, and tiled data are compressed and sorted by space error during preprocessing. Then data are dynamically transmitted into displaying memory according to rendering demand. At run time, compressed data is decoded by GPU and screen space error is projected from geometric error, and compare with error threshold according to view-point, to select terrain grid points by GPU. At last, triangle strip is constructed by comparing with an order array to render terrain. As data are dynamically transmitted according to rendering demand, our method significantly reduces bandwidth requirements in the rendering of deformable terrain.
Keywords :
computational geometry; graphics processing units; rendering (computer graphics); GPU; compressed data; deformable terrain rendering; dynamic error metric; error threshold; geometry compression; graphic hardware; memory; nested geometric space error map; rendering demand; screen space error; terrain grid points; tiled data; triangle strip; Arrays; Bandwidth; Geometry; Graphics processing unit; Measurement; Rendering (computer graphics); Tiles; GPU-based; Geometry compression; deformable terrain rendering; nested error metric; restricted quadtree meshes;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Sciences and Convergence Information Technology (ICCIT), 2011 6th International Conference on
Conference_Location :
Seogwipo
Print_ISBN :
978-1-4577-0472-7
Type :
conf
Filename :
6316617
Link To Document :
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