Multi-resolution terrain rendering with GPU tessellation

Verfasser / Beitragende:
[HyeongYeop Kang, Hanyoung Jang, Chang-Sik Cho, JungHyun Han]
Ort, Verlag, Jahr:
2015
Enthalten in:
The Visual Computer, 31/4(2015-04-01), 455-469
Format:
Artikel (online)
ID: 605540683
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024 7 0 |a 10.1007/s00371-014-0941-6  |2 doi 
035 |a (NATIONALLICENCE)springer-10.1007/s00371-014-0941-6 
245 0 0 |a Multi-resolution terrain rendering with GPU tessellation  |h [Elektronische Daten]  |c [HyeongYeop Kang, Hanyoung Jang, Chang-Sik Cho, JungHyun Han] 
520 3 |a GPU tessellation is very efficient and is reshaping the terrain-rendering paradigm. We present a novel terrain-rendering algorithm based on GPU tessellation. The planar domain of the terrain is partitioned into a set of tiles, and a coarse-grained quadtree is constructed for each tile using a screen-space error metric. Then, each node of the quadtree is input to the GPU pipeline together with its own tessellation factors. The nodes are tessellated and the vertices of the tessellated mesh are displaced by filtering the displacement maps. The multi-resolution scheme is designed to optimize the use of GPU tessellation. Further, it accepts not only height maps but also geometry images, which displace more vertices toward the higher curvature feature parts of the terrain surface such that the surface detail can be well reconstructed with a small number of vertices. The efficiency of the proposed method is proven through experiments on large terrain models. When the screen-space error threshold is set to a pixel, a terrain surface tessellated into 8.5 M triangles is rendered at 110 fps on commodity PCs. 
540 |a Springer-Verlag Berlin Heidelberg, 2014 
690 7 |a Terrain rendering  |2 nationallicence 
690 7 |a GPU tessellation  |2 nationallicence 
690 7 |a Height map  |2 nationallicence 
690 7 |a Geometry image  |2 nationallicence 
700 1 |a Kang  |D HyeongYeop  |u Computer Science and Engineering, Korea University, Seoul, Korea  |4 aut 
700 1 |a Jang  |D Hanyoung  |u NCsoft, Seongnam, Korea  |4 aut 
700 1 |a Cho  |D Chang-Sik  |u Electronics and Telecommunications Research Institute, Daejeon, Korea  |4 aut 
700 1 |a Han  |D JungHyun  |u Computer Science and Engineering, Korea University, Seoul, Korea  |4 aut 
773 0 |t The Visual Computer  |d Springer Berlin Heidelberg  |g 31/4(2015-04-01), 455-469  |x 0178-2789  |q 31:4<455  |1 2015  |2 31  |o 371 
856 4 0 |u https://doi.org/10.1007/s00371-014-0941-6  |q text/html  |z Onlinezugriff via DOI 
898 |a BK010053  |b XK010053  |c XK010000 
900 7 |a Metadata rights reserved  |b Springer special CC-BY-NC licence  |2 nationallicence 
908 |D 1  |a research-article  |2 jats 
949 |B NATIONALLICENCE  |F NATIONALLICENCE  |b NL-springer 
950 |B NATIONALLICENCE  |P 856  |E 40  |u https://doi.org/10.1007/s00371-014-0941-6  |q text/html  |z Onlinezugriff via DOI 
950 |B NATIONALLICENCE  |P 700  |E 1-  |a Kang  |D HyeongYeop  |u Computer Science and Engineering, Korea University, Seoul, Korea  |4 aut 
950 |B NATIONALLICENCE  |P 700  |E 1-  |a Jang  |D Hanyoung  |u NCsoft, Seongnam, Korea  |4 aut 
950 |B NATIONALLICENCE  |P 700  |E 1-  |a Cho  |D Chang-Sik  |u Electronics and Telecommunications Research Institute, Daejeon, Korea  |4 aut 
950 |B NATIONALLICENCE  |P 700  |E 1-  |a Han  |D JungHyun  |u Computer Science and Engineering, Korea University, Seoul, Korea  |4 aut 
950 |B NATIONALLICENCE  |P 773  |E 0-  |t The Visual Computer  |d Springer Berlin Heidelberg  |g 31/4(2015-04-01), 455-469  |x 0178-2789  |q 31:4<455  |1 2015  |2 31  |o 371