• Title/Summary/Keyword: Terrain Rendering

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An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform (웨이블릿 변환으로 압축된 지형 데이터의 효율적인 실시간 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.45-52
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    • 2014
  • We cannot load the entire data for high-resolution terrain model to the GPU memory since its size is too big. Out-of-core approaches are commonly used to solve the problem. However, due to limited bandwidth of the secondary storage, it is difficult to render the terrain in real-time. A method that compresses the DEM data with wavelet transform on GPU, and renders the decoded data is suggested. However, it is inefficient since it has to sample the values from textures, convert them to vertices, and generate a mesh periodically. We propose a method to store the approximation coefficients of wavelet compression as vertex attributes and render the terrain by decoding the data on geometric shader. It can reduce the amount of transferring terrain texture since approximation coefficients are given as an attribute of the vertex. Also, it generate meshes without additional upload of terrain texture.

Adaptive Culling Mechanism for Weather Phenomena Effect in Flight Simulator (항공시뮬레이터에서 기상 효과를 위한 적응적 컬링기법)

  • Cha, YoungJun;Kim, JongBum;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.2
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    • pp.61-66
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    • 2014
  • Temporal disappearance of weather phenomena effect is frequently observed in flight simulator when large volume of terrain data are processed. This problem was solved by employing culling scheme at static ratio in the existing scheme. However, since this approach causes the irregular rendering speed according to volume of data, it is necessary to develop a new culling scheme to maintain steady rendering speed by adjusting the culling ratio dynamically. In this paper, we propose a new culling scheme to make use of distance of the visibility to determine culling ratio depending on volume of terrain data. The experimental results show that rendering speed is preserved by the proposed scheme without affecting the visuality at rendering the scene and weather phenomena effect together.

GPU-based Adaptive LOD control for Quadtree-Based Terrain Rendering (사진트리 기반 지형렌더링을 위한 GPU기반의 적응형 상세단계 조정 방법)

  • Choi, In-Ji;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.61-68
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    • 2008
  • Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow in comparison to methods using GPU. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, error-texture and LOD-texture, and block-based acceleration method. In preprocessing step, we calculate errors in world space and store them to error-texture. In rendering step, we examine projected errors of error-texture and choose the detail level, then store the projected errors to LOD-texture. View frustum culling is performed as block unit using the values of error-texture and LOD-texture. This method reduces CPU load and performs time consuming jobs such as LOD selection and view frustum culling.

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Efficient Data Structures and Algorithms for Terrain Data Visualization (지형 렌더링을 위한 효율적인 자료 구조와 알고리즘)

  • Jung, Moon-Ju;Han, Jung-Hyun
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.581-588
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    • 2002
  • In implementing interactive multimedia systems, real-time visualization plays an important role. This paper presents efficient data structures and algorithms for real-time terrain navigation. Terrain data set is usually too huge to display as is. Therefore LOD (levels of detail) methods and view frustum culling are essential tools. This paper describes in detail compact hierarchical data structures, fast view frustum culling, and efficient LOD construction/rendering algorithms. Unlike previous works, we use a precise screen-space error metric for vertex removal and a strict error threshold allowing sub-pixel -sized errors only. Nevertheless, we can achieve 22 fps on average in a PC platform. The methods presented in this paper also satisfy almost all of the requirements for interactive real-time terrain Visualization.

Dynamic Culling Scheme Based on Altitude for Real-Time Rendering System (고도에 따른 렌더링 시스템을 위한 동적 컬링 방안)

  • Lee, Chungjae;Kang, Seokyoon;Kim, Ki Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.2
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    • pp.73-79
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    • 2015
  • Dynamic culling scheme is usually implemented to handle overhead caused by rendering the massive large-scale terrain data in flight simulator. However, existing culling scheme without considering altitude is not suitable for flight simulator due to additional computational overhead. To solve this problem, in this paper, we propose hybrid approach by applying two dynamic culling schemes depending on altitude. In addition, we remove unnessary computational overhead by creating different z-map resolution when aircraft changes its altitude. The proposed scheme is implemented with open graphic library and tested with real terrain data. Through the experimental results, we can recognize the improved rendering speed about 8 to 73 percents as compared to existing scheme.

Development of a Visual Simulation System for the Motion Rider (모션 라이더를 위한 시각 시뮬레이션 시스템의 개발)

  • Kwon, Jung-Hoon;Kwon, Young-Woong
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.5
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    • pp.55-61
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    • 2005
  • In this paper, we propose the visual simulation system for virtual reality motion rider system. The visual simulation system can apply verity virtual reality system. This paper deals with programs on 3D automatic creation of terrain, road design, and a realtime rendering program for the virtual reality system. For the 3D automatic creation of terrain, DEM data and rectangular grid method are applied. We can make two different road object with the road design program. One of them includes road definition, and the other is obtained by using 'NURBS curve.' Visual simulation is consisted by additional modeling and real-time rendering. We can apply the programs made in this way to visual system of driving simulator.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.

Terrain Rendering Using Vertex Cohesion Map (정점 응집맵을 이용한 지형 렌더링)

  • Jo, In-Woo;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.131-138
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    • 2011
  • Recently in terrain rendeing, most researches introduce mipmap-based out-of-core methods for handling large sized DEM data which does not fit in main memory of general computer. However, mipmap-based LOD(level-of-detail) methods occur geometric errors which appear in data simplifying the higher LOD level. These geometric errors cause geometric popping effects where LOD level changes when viewpoint moves. In this paper, we propose vertex cohesion map for reducing geometric error. In preprocessing step, we generate vertex cohesion map, which is a texture that stores the vectors. By these vectors, each vertex will be cohered into the position in which the difference of gradient value is bigger than others. Therefore in terrain rendering, using vertex cohesion map can dramatically reduce the geometry popping effects rather than using mipmap.

Geographic information 3D Synthetic Model based on Regular Mesh (Regular Mesh 기반 지리정보 3D 합성모델)

  • Jung, Ji-Hwan;Hwang, Sun-Myung;Kim, Sung-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.616-625
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    • 2011
  • There are two representative geometry rendering methods. One is Geometry Clipmaps, another is ROAM 2.0. We propose an extended Geometry Clipmaps algorithm which does not focus on CPU operation but the GPU for faster and wider visibility area. The extended algorithm presents mesh configuration method of each level by LOD, how to configurate Mesh network between levels, mesh block method for rendering optimization using VFC, and image mapping method to get high resolution up to 1 m.

Generation of Realistic Terrain Based on LOD Simplification and Fractal

  • Min, Hu;Zhen, Wang
    • International Journal of CAD/CAM
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    • v.8 no.1
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    • pp.37-40
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    • 2009
  • Based on the study of Digital Elevation Simplification Model and fractal theory, this paper put forward a new method to simulate complex terrain. That use simplified DEM data to construct terrain frame based on the quad tree at first, and then use fractal to generate the details of every node of the tree. In the process of construction, the LOD theory is used to simplify the terrain and get its typical data. According to the change of view position and direction, the paper gives a new way to judge the visibility of the surface patch. Experimental results show that this algorithm is simple, efficient and supports the real time dynamic simulation of terrain model.