Interactive rendering of massive terrains on PC clusters

dc.contributor.authorGouranton, V.en_US
dc.contributor.authorMadougou, Souleyen_US
dc.contributor.authorMelin, Emmanuelen_US
dc.contributor.authorNortet, Cyrilen_US
dc.contributor.editorKen Brodlie and David Duke and Ken Joyen_US
dc.date.accessioned2014-01-31T06:52:04Z
dc.date.available2014-01-31T06:52:04Z
dc.date.issued2005en_US
dc.description.abstractWe describe a parallel framework for interactive smooth rendering of massive terrains. We define a parallelization scheme for level of detail algorithms in cluster-based environments. The scheme relies on modern PC clusters capabilities to address the scalability issue of level of detail algorithms. To achieve this, we propose an eficient tile-based data partitioning method that allows both reducing load imbalance and solving the well-known border problem. At runtime level of detail computations are performed in parallel on cluster nodes. A hierarchical view frustum culling combined to a compression mechanism harnessing the frame-to-frame coherence are used to drastically reduce the inter-tasks communication overhead. We take into account level of detail algorithms visual quality issue by providing geomorphing and texturing supports. We are able to interactively and smoothly render terrains composed of hundreds of millions to billions of polygons on a cluster of 8 PCs.en_US
dc.description.seriesinformationEUROVIS 2005: Eurographics / IEEE VGTC Symposium on Visualizationen_US
dc.identifier.isbn3-905673-19-3en_US
dc.identifier.issn1727-5296en_US
dc.identifier.urihttps://doi.org/10.2312/VisSym/EuroVis05/133-141en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Parallel simplification, Virtual Reality, Real-time Rendering, Level of Detail Algorithmsen_US
dc.titleInteractive rendering of massive terrains on PC clustersen_US
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