Efficient Large-Scale Terrain Rendering Method for Real-World Game Simulation

  • Dong-Soo Kang
  • Yun-Jin Kim
  • Byeong-Seok Shin
Conference paper

DOI: 10.1007/11736639_74

Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)
Cite this paper as:
Kang DS., Kim YJ., Shin BS. (2006) Efficient Large-Scale Terrain Rendering Method for Real-World Game Simulation. In: Pan Z., Aylett R., Diener H., Jin X., Göbel S., Li L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg

Abstract

Terrain modeling and rendering is essential in construction of realistic virtual environment, for interactive computer games application. Advanced high resolution scanning technologies such as LIDAR enable us to obtain dense and accurate irregular terrain dataset. However, unlike the regular sampled dataset such as DEM and DTED, irregular dataset cannot be rendered in real-time due to random distribution of samples. Moreover, because they generally have huge amount of point data, it is very hard to manipulate them in consumer PC. We propose a fast and efficient terrain rendering method using large-scale irregular dataset for computer games application. First, it reconstructs the geometry by converting irregular dataset into regular one, through resampling input data with regular interval considering the spatial distribution of sample points. It can generate animated scene by applying quad-tree based rendering method to converted dataset. Experimental results show that its image quality is not deteriorated in comparison to the result of rendering reconstructed geometric models.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Dong-Soo Kang
    • 1
  • Yun-Jin Kim
    • 1
  • Byeong-Seok Shin
    • 1
  1. 1.Department of Computer Science and Information EngineeringInha UniversityInchonRep. of Korea

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