Acceleration of terrain rendering using cube mesh

被引:0
作者
Kang, Dong-Soo [1 ]
Shin, Byeong-Seok [1 ]
机构
[1] Inha Univ, Dept Comp Sci & Informat Engn, 253 Yonghyeong Dong, Inchon 402751, South Korea
来源
VIRTUAL REALITY, PROCEEDINGS | 2007年 / 4563卷
关键词
D O I
暂无
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Terrain rendering is essential to represent. virtual environment in interactive applications. We have explored voxel-based terrain rendering using ray casting method. Real-time applications such as computer games and simulations require interactive fly-through or walk-through on the terrain. However, since previous approaches usually require a tremendous amount of CPU computation for view-frustum culling and level-of-detail selection, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU, which exploits a novel data structure, named Cube Mesh, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method.
引用
收藏
页码:71 / +
页数:3
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