A time-controlling terrain rendering algorithm

Lijie Li*, Fengxia Li, Tianyu Huang

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationInteractive Technologies and Sociotechnical Systems - 12th International Conference, VSMM 2006, Proceedings
PublisherSpringer Verlag
Pages328-337
Number of pages10
ISBN (Print)3540463046, 9783540463047
DOIs
Publication statusPublished - 2006
Event12th International Conference on Virtual Systems and Multimedia, VSMM 2006 - Xi'an, China
Duration: 18 Oct 200620 Oct 2006

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4270 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference12th International Conference on Virtual Systems and Multimedia, VSMM 2006
Country/TerritoryChina
CityXi'an
Period18/10/0620/10/06

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