DocumentCode :
692967
Title :
A LOD algorithm based on out-of-core for large scale terrain rendering
Author :
Zhifeng Zhang ; Na Zhang
Author_Institution :
Software Eng. Coll., Zhengzhou Univ. of Light Ind., Zhengzhou, China
fYear :
2013
fDate :
20-22 Dec. 2013
Firstpage :
2168
Lastpage :
2171
Abstract :
In this paper, we present an algorithm for large scale terrain rendering, which is an out-of-core, level-of-detail algorithm that supports dynamic updates to the terrain mesh. It draws the terrain directly from the source heightmap data and it is structured around a quadtree of regular grids. There real-time procedural detail can be added to the terrain down to a user desired resolution. Any newly added data will be treated the same as the rest of the terrain mesh, and will be able to be paged in and out from hard disk when needed, to fully satisfy the out-of-core requirement.
Keywords :
quadtrees; rendering (computer graphics); terrain mapping; LOD algorithm; hard disk; large scale terrain rendering; level-of-detail algorithm; out-of-core algorithm; quadtree; source heightmap data; Educational institutions; Geometry; Graphics processing units; Heuristic algorithms; Real-time systems; Rendering (computer graphics); LOD; multi-resolution model; quad-tree; three-dimensional terrain;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Mechatronic Sciences, Electric Engineering and Computer (MEC), Proceedings 2013 International Conference on
Conference_Location :
Shengyang
Print_ISBN :
978-1-4799-2564-3
Type :
conf
DOI :
10.1109/MEC.2013.6885407
Filename :
6885407
Link To Document :
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