Research of Self-Adjust LOD Algorithm Based on GPU

Article Preview

Abstract:

The paper presents a kind of LOD terrain simplify algorithm based on the structure of Quad tree .This algorithm which is relative with view point designs the LOD distributed by the strength of view sense. It means the terrain's detail changes according to the changing characters such as distance of imaging. And it also presents a method to avoid mutation and slit of image render on GPU.

You might also be interested in these eBooks

Info:

Periodical:

Pages:

743-746

Citation:

Online since:

June 2013

Export:

Price:

Permissions CCC:

Permissions PLS:

Сopyright:

© 2013 Trans Tech Publications Ltd. All Rights Reserved

Share:

Citation:

[1] Strugar F. Continuous Distance-Dependent Level of Detail for Rendering Height maps (CDLOD) [J].Journal of Graphics GPU and Game Tools, 2009, 14(4): 57-74.

DOI: 10.1080/2151237x.2009.10129287

Google Scholar

[2] Losasso F, Hoppe H. Geometry Clip maps: Terrain Rendering Using Nested Regular Grids [J]. ACM Transactions on Graphics, 2004, 23(3): 769-776.

DOI: 10.1145/1015706.1015799

Google Scholar

[3] Wang Dongm, Zhang Yunan, Li Hanfei. A Quad-tree Terrain Levels Rendering Algorithm Based on GPU[J]. Journal of System Simulation, 2009, 21(Suppl. 1): 106-109.

Google Scholar

[4] 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

[5] Bingqiang Zhang,Limin Zhang. The terrain rendering based on GPU.[J] The engineering of computer, 2011.

Google Scholar