International Conference on Mechanical Engineering and Technology (ICMET-London 2011)
28 GPU-Oreinted Hybrid Quadtree Based Multiresolution Policy for Interactive Large-Scale Terrain Visualization
Download citation file:
- Ris (Zotero)
- Reference Manager
This paper presents a policy for visualization of large terrains in real-time. Our approach introduces an efficient terrain data structure based on hybrid quadtree, which combines static full resolution and dynamic variable resolution quadtree to organize the whole terrain scene and reduce the level of detail at need. Another feature is taking advantage of GPU to achieve view-frustum culling and terrain blocks updating. We also discuss some system-level aspects such as multithreaded asynchronous implementation of the proposed algorithm, video-memory allocation control, camera position prediction, etc. The presented approach shows a maximal speed increment of 38% for high-quality terrain rendering compare with other similar solutions.