LOD Terrain Rendering by Local Parallel Processing on GPU

Alexandre Valdetaro, Gustavo N. Nunes, A. Raposo, B. Feijó, Rodrigo de Toledo
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引用次数: 17

Abstract

In this paper, we present a new technique for highly efficient terrain rendering using continuous view-dependent Level-of-Detail based on hardware tessellation unit found in modern GPUs. Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches. This patch-by-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable.
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基于GPU局部并行处理的LOD地形绘制
在本文中,我们提出了一种基于硬件镶嵌单元的高效地形渲染新技术,该技术使用基于现代gpu中的硬件镶嵌单元的连续视图相关细节级别。我们的技术基于并行局部处理,也就是说,每个地形斑块的结果不依赖于其他斑块已经获得的结果。这种逐块处理不使用任何层次结构,这使得它特别适合基于gpu的LOD地形,并且具有高度可扩展性。
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