Research of Terrain Visualization with huge textures

 

AbstractVisualization of large scale terrain with huge textures is a very active filed at present. There is a bottleneck between the complexity of the scene and the capability of current system. Therefore special algorithms have to be adopt to deal with this problem. Usually, these algorithms try to give a multi-resolution representation of the terrain, then use a view-dependent triangle mesh to render the scene. Many efforts have been focused on efficient triangular modeling. However, as the hardware environment of the algorithm is experiencing dramatic change, especially when GPU emerged, many old mutual algorithms become improper in the new CPU-GPU environment. In this paper, we summarize some current algorithms and give out a description of optimum algorithm under current hardware environment conclude that a “good” algorithm should always balance between computing and bandwith, and thereby proposed our “budget bandwidth” methods. Through the program ability of the GPU, it can fully utilize the render power of graphic card and bandwidth resource.

 

Keywords : terrain visualization, real time terrain rendering, level-of-detail,

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