DocumentCode :
3192491
Title :
LOD Terrain Rendering by Local Parallel Processing on GPU
Author :
Valdetaro, Alexandre ; Nunes, Gustavo ; Raposo, Alberto ; Feijo, Bruno ; de Toledo, Rodrigo
Author_Institution :
Dept. of Inf., Pontifical Catholic Univ. of Rio de Janeiro(PUC-Rio), Rio de Janeiro, Brazil
fYear :
2010
fDate :
8-10 Nov. 2010
Firstpage :
182
Lastpage :
188
Abstract :
In this paper, we present a new technique for highly efficient terrain rendering using continuous view-dependent Level-of-Detail based on hardware tessellation unit found in modern GPUs. Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches. This patch-by-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable.
Keywords :
computer graphic equipment; coprocessors; parallel processing; rendering (computer graphics); terrain mapping; GPU; LOD terrain rendering; hardware tessellation; level-of-detail; parallel processing; Acceleration; Cameras; Data structures; Graphics processing unit; Hardware; Rendering (computer graphics); Tiles;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
Conference_Location :
Florianopolis
ISSN :
2159-6654
Print_ISBN :
978-1-61284-391-9
Electronic_ISBN :
2159-6654
Type :
conf
DOI :
10.1109/SBGAMES.2010.30
Filename :
5772286
Link To Document :
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