Abstract | ||
---|---|---|
Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, the error-buffer and flag-buffer named ef-buffers. In pre-processing step, error metrics are computed in world space and the error metrics are transferred to the error-buffer. In rendering time, LOD selection and view-frustum culling are processed by evaluating the error metrics. The result is stored into the flag-buffer. To remove cracks or T-junction, the flag-buffer is refined. Then triangulation is performed using the flag-buffer. This method reduces CPU load and performs time consuming jobs such as LOD selection and view-frustum culling on the GPU. We can conclude that our method much faster than CPU-based rendering method without loss of image quality. |
Year | DOI | Venue |
---|---|---|
2006 | 10.1007/11902140_35 | ISCIS |
Keywords | Field | DocType |
lod selection,error metrics,image quality,cpu-based rendering method,hardware acceleration,view-frustum culling,cpu load,quadtree-based terrain visualization method,data structure,rendering speed,time consuming job,hardware accelerator | Data structure,Central processing unit,Computer graphics (images),Computer science,Visualization,Image quality,Computational science,Triangulation (social science),Hardware acceleration,Rendering (computer graphics),Quadtree,Distributed computing | Conference |
Volume | ISSN | ISBN |
4263 | 0302-9743 | 3-540-47242-8 |
Citations | PageRank | References |
0 | 0.34 | 8 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Hyun-Duk Chang | 1 | 0 | 0.34 |
Byeong-Seok Shin | 2 | 132 | 29.65 |