Hardware Acceleration of Terrain Visualization Using ef-Buffers

  • Hyun-Duk Chang
  • Byeong-Seok Shin
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4263)


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 this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, the error-buffer and flag-buffer named ef-buffers. In pre-processing step, error metrics are computed in world space and the error metrics are transferred to the error-buffer. In rendering time, LOD selection and view-frustum culling are processed by evaluating the error metrics. The result is stored into the flag-buffer. To remove cracks or T-junction, the flag-buffer is refined. Then triangulation is performed using the flag-buffer. This method reduces CPU load and performs time consuming jobs such as LOD selection and view-frustum culling on the GPU. We can conclude that our method much faster than CPU-based rendering method without loss of image quality.


Error Metrics Hardware Acceleration World Space Node Error Graphic Accelerator 
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.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Hyun-Duk Chang
    • 1
  • Byeong-Seok Shin
    • 1
  1. 1.Department of Computer Science and Information EngineeringInha UniversityInchonKorea

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