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http://dx.doi.org/10.7583/JKGS.2011.11.6.071

Acceleration of Terrain Rendering Using Bounding Box Subdivision  

Lee, Eun-Seok (Dept. of Computer Science and Information Engineering, Inha University)
Lee, Jin-Hee (Dept. of Computer Science and Information Engineering, Inha University)
Jo, In-Woo (Dept. of Computer Science and Information Engineering, Inha University)
Shin, Byeong-Seok (Dept. of Computer Science and Information Engineering, Inha University)
Abstract
Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.
Keywords
Height-field; Terrain rendering; Ray-casting; Realtime rendering;
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