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http://dx.doi.org/10.9717/kmms.2014.17.1.069

An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD  

Kim, Tae-Gwon (인하대학교 컴퓨터정보공학부)
Lee, Eun-Seok (인하대학교 컴퓨터정보공학부)
Shin, Byeong-Seok (인하대학교 컴퓨터정보공학부)
Publication Information
Abstract
It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.
Keywords
Real-time Rendering; Terrain Rendering; Level of Detail;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
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