1. Large-scale terrain-adaptive LOD control based on GPU tessellation
- Author
-
Chunyi Chen, Huamin Yang, and Haohai Fu
- Subjects
Tessellation (computer graphics) ,Computer science ,020209 energy ,Terrain ,02 engineering and technology ,01 natural sciences ,GeneralLiterature_MISCELLANEOUS ,010305 fluids & plasmas ,Regular grid ,Rendering (computer graphics) ,GPU Tessellation ,Rendering ,Terrain model ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Quadtree ,Computer vision ,Projection (set theory) ,LOD ,ComputingMethodologies_COMPUTERGRAPHICS ,Height variance ,business.industry ,General Engineering ,Engineering (General). Civil engineering (General) ,Displacement mapping ,Artificial intelligence ,TA1-2040 ,business ,Scale (map) - Abstract
The real-time rendering of large-scale terrain scenes has been a challenge and is a popular research topic in the fields of 3D games and virtual reality. To fully utilize GPU features, this paper proposes a real-time rendering algorithm for large-scale regular grid terrain based on GPU Tessellation. The CPU processes a coarse-grained quadtree to generate terrain patches and then passes the patches to the GPU after view culling. Then, the GPU refines the terrain by using GPU Tessellation and displacement mapping. The most important advantage of our method is that during the tessellation stage, a new rule that the distance, screen space projection error and variance of the height, as the standard of terrain roughness, is designed. During the tessellation stage, the distance, screen space projection error and variance of the height, as the standard of terrain roughness, are considered. The experimental results show that our algorithm can greatly reduce the CPU processing time and main memory space requirement, and fully utilize the new features of the GPU; In conclusion, the proposed approach can render large-scale terrain with high-precision in real-time.
- Published
- 2021