Hardware Acceleration of Terrain Visualization Using ef-Buffers
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.
KeywordsError Metrics Hardware Acceleration World Space Node Error Graphic Accelerator
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