RASTeR: Simple and Efficient Terrain Rendering on the GPU

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Date
2009
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
This paper introduces RASTeR, a GPU based LOD technique for interactive rendering of large terrains based on a paired multi-resolution tree structure. Our approach uses regular height-data blocks and terrain independent triangle patches, which are used to efficiently subdivide the terrain data. At run time, continuous LODs can simply be generated by tiling a limited set of triangle patches, the indices to which are pre-computed, over height-field blocks, thereby minimizing the amount of data to be transferred to the graphics card. RASTeR maintains a constant frame rate through asynchronous and a priori fetching of raw or compressed elevation and texture data. The efficiency of our method is validated by presenting experimental results on large elevation models.
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@inproceedings{
10.2312:ega.20091006
, booktitle = {
Eurographics 2009 - Areas Papers
}, editor = {
D. Ebert and J. Krüger
}, title = {{
RASTeR: Simple and Efficient Terrain Rendering on the GPU
}}, author = {
Bösch, Jonas
and
Goswami, Prashant
and
Pajarola, Renato
}, year = {
2009
}, publisher = {
The Eurographics Association
}, ISBN = {}, DOI = {
10.2312/ega.20091006
} }
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