Self-Adjust Terrain LOD Rendering Based on GPU

Article Preview

Abstract:

This paper presents a kind of adaptive rendering algorithm based on the data structure of patch block. It adopts the Tessellation technology and index template technology .The terrain is rendered through the index template technology when it does not need high precision geometric characteristic. The paper presents the calculation model of subdivision coefficient based on the patch boundary and deals with the result of the calculation when the terrain needs high precision geometric characteristic. The result of the experiment indicates the algorithm can improve the rate of frame and the effect is more reality. The terrain of higher detail will be rendered when we input more rough grids.

You might also be interested in these eBooks

Info:

Periodical:

Pages:

542-547

Citation:

Online since:

September 2012

Export:

Price:

Permissions CCC:

Permissions PLS:

Сopyright:

© 2012 Trans Tech Publications Ltd. All Rights Reserved

Share:

Citation:

[1] RollinP, OsterB. OpenGL and CUDA-Based Tessellation [EB/OL]. http: /www. nvi dia. com/ content/siggraph/Rollin _Oster_OpenGL_CUDA. pdf, (2011).

Google Scholar

[2] San Jose C. OpenGL4. 0 Tessellation for Professional Applications[EB/OL]. http: /www. nvidia. com / content/GTC2010/pdfs/2227_GTC2010. pdf, (2010).

Google Scholar

[3] Story J, CebenoyanC. Tessellation Performance [EB/OL]. http: /developer. download. nvidia. com/ presentations /2010/gdc/Tessellation_Performance. pdf, Game Developers Conference (2010).

Google Scholar

[4] TianyunN. DX11 Tessellation [EB/OL]. http: /www. nvidia. asia/content/asia/event/siggraph-asia- 2010/presos/Ni_Tessellation. pdf, (2010).

Google Scholar

[5] Ulrich T. Rendering massive terrains using chunked level of detail control [C]. Proceedings of SIGGRAPH 2002 Course Notes. San Antonio, TX: ACM, (2002).

Google Scholar

[6] Castaño I Water-Tight. Textured Displaced Subdivision Surface Tessellation Using Direct3D 11 [R]. Gamefest 2008, Seattle, Wash, (2008).

Google Scholar

[7] Bingqiang Zhang , Limin Zhang . Screen space Adaptive Terrain Tessellation Algorithm[J].

Google Scholar

[8] Yusov E, Shevtsov M. High-Performance Terrain Rendering Using Hardware Tessellation [J]. Journal of WSCG, 2011, 19(3): 85-92.

Google Scholar

[9] Cantlay I. DirectX 11 Terrain Tessellation [R]. NVIDIA Corporation, White Paper. (2011).

Google Scholar