3D Research

, 1:1 | Cite as

Dynamic terrain rendering

  • Martin Lambers
  • Andreas Kolb
3DR Express


Terrain rendering has been intensively investigated in the last decade, and many methods have been proposed. However, most methods assume a single, static terrain data set that does not change over time, so that elaborate offline preprocessing methods can be used to reduce online rendering time. Such methods cannot be used in applications that work on dynamic terrain data, e.g. interactive terrain modeling, simulation, or remote sensing data analysis applications. In this paper, we present a new data structure that allows GPU-based bottom up and top down mesh refinement. The resulting adaptive triangle meshes can be used for continuous level of detail rendering of dynamic terrain data, while guaranteeing an upper bound on the screen space error. We evaluate our techniques by applying them to dynamic terrain data produced by interactive fusion of multimodal remote sensing data sets.


Shuttle Radar Topography Mission Interferometric Synthetic Aperture Radar Terrain Data Screen Space Shuttle Radar Topography Mission Data 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Supplementary material (14 mb)
Supplementary material, approximately 340 KB.


  1. 1.
    Atlan S, Garland M (2006) Interactive Multiresolution Editing and Display of Large Terrains, Computer Graphics Forum 25(2):211–223CrossRefGoogle Scholar
  2. 2.
    Bhattacharjee S, Patidar S, Narayanan P (2008) Real-Time Rendering and Manipulation of Large Terrains, Indian Conf. on Computer Vision, Graphics & Image Processing, 551–559.Google Scholar
  3. 3.
    Boesch J, Goswami P, Pajarola R (2009) RASTeR: Simple and Efficient Terrain Rendering on the GPU, Eurographics (Areas Papers), 35–42Google Scholar
  4. 4.
    Cignoni P, Ganovelli F, Gobbetti E, Marton F, Ponchio F, Scopigno R (2003) Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM), IEEE Visualization, 147–154Google Scholar
  5. 5.
    Dachsbacher C, Stamminger M (2004) Rendering Procedural Terrain by Geometry Image Warping. Eurographics Symposium on Rendering, 103–110Google Scholar
  6. 6.
    Dick C, Schneider J, Westermann R (2009) Efficient Geometry Compression for GPU-based Decoding in Realtime Terrain Rendering, Computer Graphics Forum, 28(1):67–83CrossRefGoogle Scholar
  7. 7.
    He Y, Cremer J, Papelis Y (2002) Real-time Extendible-resolution Display of On-line Dynamic Terrain, Conf. Graphics Interface Google Scholar
  8. 8.
    Heide F (2009) Adaptive Terrain Rendering with Smooth Subdivision Surfaces on the GPU. Bachelor Thesis, University of SiegenGoogle Scholar
  9. 9.
    Jarvis A, Reuter H, Nelson A, Guevara E (2008) Hole-filled Seamless SRTM Data V4. International Centre for Tropical Agriculture (CIAT),
  10. 10.
    Kooima R, Leigh J, Johnson A, Roberts D, SubbaRao M, DeFanti TA (2009) Planetary-scale Terrain Composition, IEEE Trans Visualization and Computer Graphics, 15(5):719–733CrossRefGoogle Scholar
  11. 11.
    Lambers M, Kolb A (2009) GPU-Based Framework for Distributed Interactive 3D Visualization of Multimodal Remote Sensing Data, Int. IEEE Geoscience and Remote Sensing Symposium (IGARSS)Google Scholar
  12. 12.
    Losasso F, Hoppe H (2004) Geometry clipmaps: Terrain Rendering using Nested Regular Grids, ACM SIGGRAPH, 23(3):769–776CrossRefGoogle Scholar
  13. 13.
    NVIDIA Corp (2009) NVIDIA's Next Generation CUDA Compute Architecture: Fermi. URL
  14. 14.
    Pajarola R (1998) Large Scale Terrain Visualization Using The Restricted Quadtree Triangulation, IEEE Visualization, 19–26Google Scholar
  15. 15.
    Pajarola R, Gobbetti E (2007) Survey of Semi-Regular Multiresolution Models for Interactive Terrain Rendering, The Visual Computer, 23(8):583–605CrossRefGoogle Scholar
  16. 16.
    Schneider J, Westermann R (2006) GPU-Friendly High-Quality Terrain Rendering, Journal of WSCG, 14(1–3):49–56Google Scholar
  17. 17.
    Št'ava O, Beneš B, Brisbin M, Křivánek J (2008) Interactive Terrain Modeling using Hydraulic Erosion, Eurographics Symposium on. Computer Animation, 201–210Google Scholar
  18. 18.
    Ulrich T (2000) Continuous LOD Terrain Meshing Using Adaptive Quadtrees. URL
  19. 19.
    Wahl R, Massing M, Degener P, Guthe M, Klein R (2004) Scalable Compression and Rendering of Textured Terrain Data, Journal of WSCG, 12(3):521–528Google Scholar

Copyright information

© 3D Display Research Center and Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  1. 1.Institue for Vision and Graphics, Computer Graphics GroupUniversity of SiegenSiegenGermany

Personalised recommendations