A fast real-time rendering method of 3D terrain using out-of-core visualization
A fast real-time rendering method of 3D terrain using out-of-core visualization
- Author(s): Xiang Li ; Wanggen Wan ; Mengyao Zhu ; Zhi Wang ; Lei Wang
- DOI: 10.1049/cp.2011.0297
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- Author(s): Xiang Li ; Wanggen Wan ; Mengyao Zhu ; Zhi Wang ; Lei Wang Source: IET International Conference on Smart and Sustainable City (ICSSC 2011), 2011 page ()
- Conference: IET International Conference on Smart and Sustainable City (ICSSC 2011)
- DOI: 10.1049/cp.2011.0297
- ISBN: 978-1-84919-326-9
- Location: Shanghai, China
- Conference date: 6-8 July 2011
- Format: PDF
In this paper, we propose an improved algorithm for real-time rendering of large 3D scene, in which we combine quad-tree hierarchy, level of detail (LOD) and out-of-core algorithm. In order to get an efficient rendering method, we construct a scene hierarchy to maintain the rendering scene tree, use quad-tree to simplify terrain meshes, and import the out-of-core algorithm to reduce memory requirements. There are two key steps in his algorithm: Firstly, we will simplify the scene data using quad-tree algorithm. Then we could get a set of simplified meshes for rendering. Secondly, View-dependent out-of-core method is imported to determine which part of meshes should be rendering or delete from the memory. Then we could reduce the memory requirements at runtime. In the last part of the paper, we use terrain data to test out algorithm. Comparing to traditional quad-tree algorithm our method run faster and need less memory requirements. (5 pages)
Inspec keywords: rendering (computer graphics); mesh generation; trees (mathematics); data visualisation
Subjects: Combinatorial mathematics; Computational geometry; Graphics techniques
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