首页>
外文OA文献
>Seamless Patches for GPU-Based Terrain Rendering
【2h】
Seamless Patches for GPU-Based Terrain Rendering
展开▼
机译:用于基于GPU的地形渲染的无缝补丁
展开▼
免费
页面导航
摘要
著录项
引文网络
相似文献
相关主题
摘要
In this paper we present a novel approach for interactive rendering of large terrain datasets which is based onsubdividing the terrain into rectangular patches at different resolutions. Each patch is represented by fourtriangular tiles which can be at different resolutions; and four strips which are used to stitch the four tiles in aseamless 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 selectedlevel of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacentpatches agree on the resolution of common edges, the resulted mesh does not include any cracks or degeneratetriangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles andassigning elevation for each vertex from the cached textures. Our algorithm manages to achieve qualityimages at high frame rates while providing seamless transition between different levels of detail.
展开▼