TY - GEN
T1 - Seamless patches for GPU-based terrain rendering
AU - Livny, Yotam
AU - Kogan, Zvi
AU - El-Sana, Jihad
PY - 2007/12/1
Y1 - 2007/12/1
N2 - In this paper we present a novel approach for interactive rendering of large terrain datasets which is based on subdividing the terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles which can be at different resolutions; and four strips which are used to stitch the four tiles in a seamless manner. As a result, our scheme maintains resolution changes within patches and not across patches. At runtime, the terrain patches are used to construct a level of detail based on view-parameters. The selected level of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacent patches agree on the resolution of common edges, the resulted mesh does not include any cracks or degenerate triangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles and assigning elevation for each vertex from the cached textures. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.
AB - In this paper we present a novel approach for interactive rendering of large terrain datasets which is based on subdividing the terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles which can be at different resolutions; and four strips which are used to stitch the four tiles in a seamless manner. As a result, our scheme maintains resolution changes within patches and not across patches. At runtime, the terrain patches are used to construct a level of detail based on view-parameters. The selected level of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacent patches agree on the resolution of common edges, the resulted mesh does not include any cracks or degenerate triangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles and assigning elevation for each vertex from the cached textures. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.
KW - Level of detail
KW - Terrain visualization
KW - View-dependent rendering
UR - http://www.scopus.com/inward/record.url?scp=48149095909&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:48149095909
SN - 9788086943985
T3 - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007 - In Co-operation with EUROGRAPHICS, Full Papers ProceedingsWSCG Proceedings
SP - 201
EP - 208
BT - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings
T2 - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007
Y2 - 29 January 2007 through 1 February 2007
ER -