Continuous Distance-Dependent Level of Detail for Rendering Heightmaps

Filip Strugar
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引用次数: 53

Abstract

This paper presents a technique for GPU-based rendering of heightmap terrains, which is a refinement of several existing methods with some new ideas. It is similar to the terrain clipmap approaches [Tanner et al. 98, Losasso 04], as it draws the terrain directly from the source heightmap data. However, instead of using a set of regular nested grids, it is structured around a quadtree of regular grids, more similar to [Ulrich 02], which provides it with better level-of-detail distribution. The algorithm's main improvement over previous techniques is that the LOD function is the same across the whole rendered mesh and is based on the precise three-dimensional distance between the observer and the terrain. To accomplish this, a novel technique for handling transition between LOD levels is used, which gives smooth and accurate results. For these reasons the system is more predictable and reliable, with better screen-triangle distribution, cleaner transitions between levels, and no need for stitching meshes. This also simplifies integration with other LOD systems that are common in games and simulation applications. With regard to the performance, it remains favorable compared to similar GPU-based approaches and works on all graphics hardware supporting Shader Model 3.0 and above. The example (demo and complete source code) is available online.
渲染高度图的连续距离依赖细节级别
本文提出了一种基于gpu的高图地形绘制技术,该技术对现有的几种高图绘制方法进行了改进,并引入了一些新的思想。它类似于地形剪贴图方法[Tanner et al. 98, Losasso 04],因为它直接从源高度图数据中绘制地形。然而,它不是使用一组规则的嵌套网格,而是围绕规则网格的四叉树进行结构,更类似于[Ulrich 02],这为它提供了更好的详细级别分布。与之前的技术相比,该算法的主要改进在于LOD函数在整个渲染网格上是相同的,并且基于观察者和地形之间精确的三维距离。为了实现这一目标,使用了一种处理LOD水平之间转换的新技术,该技术可以提供平滑和准确的结果。由于这些原因,该系统更具可预测性和可靠性,具有更好的屏幕三角形分布,更清晰的关卡之间的转换,并且不需要拼接网格。这也简化了与游戏和模拟应用程序中常见的其他LOD系统的集成。在性能方面,与类似的基于gpu的方法相比,它仍然是有利的,并且可以在支持Shader Model 3.0及以上的所有图形硬件上工作。该示例(演示和完整的源代码)可在线获得。
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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