A Method for Large-Scale Terrain Rendering Based-on GPU
Coll. of Software Eng., CUIT, Chengdu, China
Second International Conference on Multimedia and Information Technology (MMIT), 2010
@conference{zhu2010method,
title={A Method for Large-Scale Terrain Rendering Based-on GPU},
author={Zhu, Y. and Shi, X. and Li, X.},
booktitle={2010 Second International Conference on MultiMedia and Information Technology},
pages={211–214},
year={2010},
organization={IEEE}
}
This paper presents a method for large-scale terrain rendering based on GPU programming. The total terrain data is partitioned into many smaller pages evenly, and the real-time scheduling for massive terrain data is realized with viewpoint-based pre-loading method and the page buffer pool management technology. With the idea of LOD algorithm, each page is divided into some sub-blocks for batch rendering, and the cracking processing between sub-blocks of different levels is advanced to the pre-processing stage, so that the real-time operation on CPU is reduced. Experience has shown that the algorithm of this paper can make CPU and GPU work more harmonious, and the efficient rendering for large-area three-dimensional terrain is realized.
April 27, 2011 by hgpu