Skip to main content

Real-Time Visualization for Large Scale Terrain Based on Linear Quadtree

  • Conference paper
AsiaSim 2012 (AsiaSim 2012)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 323))

Included in the following conference series:

Abstract

To solve the problem of low frame rate and high memory space cost in large scale terrain visualization, a real-time rendering algorithm based on linear quadtree is proposed in this paper. It consists of three parts. Firstly, digital elevation models (DEMs) are de-sampled to get the same size blocks, terrain pyramid model is built with different scales and biases factors offline. Then linear quadtree index of terrain blocks is created for fast query, a more reasonable scheduling scheme is defined, and every frame only allowed loading one terrain block in order to avoid unstable rendering quality. Finally, GPU-based morphing method is applied to slow down vertex popping; vertical skirt is used to eliminate crack. Compared with Geomipmapping algorithm, the experimental results show the proposed algorithm could drop down memory space, GPU processing time and GPU rendering batches significantly, and the rendering rate is high and smooth.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Dick, C., Schneider, J., Westermann, R.: Efficient Geometry Compression for GPU-based Decoding in Realtime Terrain Rendering. Comput. Graph. Forum 28(1), 67–83 (2009)

    Article  Google Scholar 

  2. Duchaineau, M., Wolinsky, M., Sigeti, D.Y., Miller, M.C., Aldrich, C., Mineev-Weinstein, M.B.: ROAM Terrain: Real-time Optimally Adapting Meshes. In: Proceedings of the 8th Conference on Visualization, pp. 81–88 (1997)

    Google Scholar 

  3. Röttger, S., Heidrich, W., Slusallek, P., Seidel, H.: Real-Time Generation of Continuous Levels of Detail for Height Fields. In: Winter School in Computer Graphics 1998, pp. 315–322 (1998)

    Google Scholar 

  4. de Boer, W.H.: Fast Terrain Rendering Using Geometrical Mipmapping (2000), http://www.ipcode.com/tutorials/geomipmaps.pdf

  5. Urlich, T.: Rendering Massive Terrains Using Chunked Level of Detail Control. Technical report, SIGGRAPH 2002 Course Notes (2002)

    Google Scholar 

  6. Asirvatham, A., Hoppe, H.: Terrain Rendering Using GPU-Based Geometry Clipmaps. In: Pharr, M., Fernando, R. (eds.) GPU Gems 2, pp. 27–45. Addison-Wesley (2005)

    Google Scholar 

  7. Strugar, F.: Continuous distance-dependent level of detail for rendering heightmaps. J. Graph. GPU. Game Tools 14, 54–74 (2009)

    Google Scholar 

  8. Szofran, A.: Global Terrain Technology for Flight Simulation (2008), http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx

  9. Akenine-Moller, T., Haines, E.: Real-Time Rendering, 3rd edn. AK Peters (2008)

    Google Scholar 

  10. Fernando, R., Kilgard, M.J.: The Cg Tutorial The Definitive Guide to Programmable Real-Time Graphics. Addison-Wesley (2003)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Li, Q., Wang, X., Zhao, Y., Dai, S. (2012). Real-Time Visualization for Large Scale Terrain Based on Linear Quadtree. In: Xiao, T., Zhang, L., Fei, M. (eds) AsiaSim 2012. AsiaSim 2012. Communications in Computer and Information Science, vol 323. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34384-1_39

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-34384-1_39

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34383-4

  • Online ISBN: 978-3-642-34384-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics