In traditional view-dependent rendering technique of the large-scale terrain, the mesh level of the terrain is usually only decided by the distance between this terrain mesh and the eye point. But in some sharp region, terrain mesh is stretched a lot and brings the mapping distortion problems, which affect the visual effect of virtual scene. To overcome this problem, we propose an Adaptive Terrain Rendering Texture scheduling method using NVIDIA CUDA. We first calculate the gradient of every terrain mesh, if the gradient value is large enough, the top-left vertex of the square mesh is labeled, which indicates that we should change the original texture to our improved texture on the process of rendering. By implementing this method with CUDA thread block to schedule large scale terrain data in parallel can fast and accurately ascertains the excessive gradient region. Experimental result shows that our adaptive method finely enhances the fidelity of the virtual terrain and improves the rendering speed.
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