Adaptive streaming and rendering of large terrains using strip masks

Joachim Pouderoux, Jean-Eudes Marvie
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引用次数: 43

Abstract

Terrain rendering is an important factor in the rendering of virtual scenes. If they are large and detailed, digital terrains can represent a huge amount of data and therefore of graphical primitives to render in real-time. In this paper we present an efficient technique for out-of-core rendering of pseudo-infinite terrains. The full terrain height field is divided into regular tiles which are streamed and managed adaptively. Each visible tile is then rendered using a precomputed triangle strip patch selected in an adaptive way according to an importance metric. Thanks to these two levels of adaptivity, our approach can be seen as a cross-platform technique to render terrains on any kind of devices (from slow handheld to powerful desktop PC) by only exploiting the device capacity to draw as much triangles as possible for a target frame rate and memory space.
使用条形遮罩的自适应流和渲染大型地形
地形绘制是虚拟场景绘制中的一个重要因素。如果它们是大而详细的,数字地形可以表示大量的数据,因此可以实时渲染图形原语。本文提出了一种有效的伪无限地形的核外渲染技术。整个地形高度场被划分为规则的块,这些块被自适应地流式处理和管理。然后,根据重要性度量,以自适应的方式选择一个预先计算的三角形条带补丁来渲染每个可见的瓷砖。由于这两个层次的适应性,我们的方法可以被视为一种跨平台技术,可以在任何类型的设备(从缓慢的手持设备到强大的桌面PC)上渲染地形,只需利用设备容量来绘制尽可能多的三角形,以达到目标帧率和内存空间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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