Advertisement

Procedural Terrain Detail Based on Patch-LOD Algorithm

  • Xuexian Pi
  • Junqiang Song
  • Liang Zeng
  • Sikun Li
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)

Abstract

The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.

Keywords

Terrain Data Procedural Texture Texture Patch Neighbor Tile Terrain Visualization 
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.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Dachsbacher, C., Stamminger, M.: Rendering Procedural Terrain by Geometry Image Warping. In: Eurographics Symposium on Rendering (2004)Google Scholar
  2. 2.
    Olsen, J.: Realtime Procedural Terrain Generation, Department of Mathematics And Computer Science (IMADA), University of Southern Denmark (October 31, 2004)Google Scholar
  3. 3.
    Bishop, L., Eberly, D., Whitted, T., Finch, M., Shantz, M.: Designing a PC game engine. IEEE CG&A 18(1), 46–53 (1998)Google Scholar
  4. 4.
    Wagner, D.: Terrain geomorphing in the vertex shader. In: ShaderX2: Shader Programming Tips & Tricks with DirectX 9. Wordware Publishing, Plano (2004)Google Scholar
  5. 5.
    Platings, M., Day, A.M.: Compression of Large-Scale Terrain Data for Real-Time Visualization Using a Tiled Quad Tree. Eurographics Forum 23, 741–759 (2004)Google Scholar
  6. 6.
    Youbing, Z., Ji, Z., Jiaoying, S., Zhigeng, P.: A fast algorithm for large scale terrain walkthrough. In: Qunsheng, P. (ed.) Proceedings of CAD/Graphics 2001, pp. 567–572. International Academic Publishers, Kunming (2001)Google Scholar
  7. 7.
    Losasso, F., Hoppe, H., Clipmaps, G.: Terrain Rendering Using Nested Regular Grids. In: SIGGRAPH 2004 (2004)Google Scholar
  8. 8.
    Dollner, J., Baumann, K., Hinrichs, K.: Texturing techniques for terrain visualization. In: IEEE Visualization 2000, pp. 227–234 (2000)Google Scholar
  9. 9.
    Cline, D., Egbert, P.: Interactive Display of Very Large Textures. In: Proceedings IEEE Visualization 1998, pp. 343–350 (1998)Google Scholar
  10. 10.
    Huttner, T., Strasser, W.: FlyAway: a 3D terrain visualization system using multiresolution principles. Computers & Graphics 23, 479–485 (1999)CrossRefGoogle Scholar
  11. 11.
    Tanner, C.C., Migdal, C.J., Jones, M.T.: The Clipmap: A Virtual Mipmap. In: Proceedings of SIGGRAPH 1998, pp. 151–159 (1998)Google Scholar
  12. 12.
    Perlin, K.: An image synthesizer. In: Barsky, B.A. (ed.) Computer Graphics (SIGGRAPH 1985 Proceedings), vol. 19(3), pp. 287–296 (1985)Google Scholar
  13. 13.
    Xuexian, P., Xudong, Y., Sikun, L., Junqiang, S.: Patch-LOD Algorithm of Terrain Rendering Based on Index Template. In: CCVRV 2005, Beijing, PRC (2005)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Xuexian Pi
    • 1
  • Junqiang Song
    • 1
  • Liang Zeng
    • 1
  • Sikun Li
    • 1
  1. 1.School of ComputerNational University of Defense TechnologyChangshaChina

Personalised recommendations