Abstract
The paper proposes a time-controlling algorithm for large-scale terrain rendering, which can’t be efficiently dealt with by LOD technique. In this algorithm, the terrain is divided and organized by quad-tree structure. Each terrain patch is assigned a certain time according to the total rendering time given in advance. The multi-resolution levels rendered are determined by visual apperception. To solve the T-junction and popping, an approach of stitching the level boundaries and geomorphing are respectively performed on GPU. The algorithm guarantees that each frame is rendered in preset time independent of the terrain or the eye position. The slow or jerky phenomena during roaming, which are usually caused by unstable rendering frame rate, can be successfully avoided. This terrain rendering algorithm is demonstrated in a massive terrain flyover application. The experiment proves that this algorithm is feasible and efficient.
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© 2006 Springer-Verlag Berlin Heidelberg
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Li, L., Li, F., Huang, T. (2006). A Time-Controlling Terrain Rendering Algorithm. In: Zha, H., Pan, Z., Thwaites, H., Addison, A.C., Forte, M. (eds) Interactive Technologies and Sociotechnical Systems. VSMM 2006. Lecture Notes in Computer Science, vol 4270. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11890881_36
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DOI: https://doi.org/10.1007/11890881_36
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-46304-7
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