Based on view-dependent level-of-detail,view frustum culling and multi-thread scheduling,this paper propose an algorithms for rendering large-scale terrain realtime on ordinary PC.During the preconditioning stage,original DEM data is divided into many standardized subterrain data blocks and saved them in alone file.In real-time rendering stage,four blocks of memory-resident sub-terrain always are used to rendered,which is also updated according to the movement of view frustum.In this stage,two threads are used.One of them is used to generate multiresolution terrain mesh based on a quad-tree,a flag matrix and a view frustum.Another thread is used to load the sub-terrains needed of follow rendering from second memory according to the movement of view frustum.
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