RASTeR: Simple and Efficient Terrain Rendering on the GPU
Date
2009Metadata
Show full item recordAbstract
This paper introduces RASTeR, a GPU based LOD technique for interactive rendering of large terrains based on a paired multi-resolution tree structure. Our approach uses regular height-data blocks and terrain independent triangle patches, which are used to efficiently subdivide the terrain data. At run time, continuous LODs can simply be generated by tiling a limited set of triangle patches, the indices to which are pre-computed, over height-field blocks, thereby minimizing the amount of data to be transferred to the graphics card. RASTeR maintains a constant frame rate through asynchronous and a priori fetching of raw or compressed elevation and texture data. The efficiency of our method is validated by presenting experimental results on large elevation models.
BibTeX
@inproceedings {10.2312:ega.20091006,
booktitle = {Eurographics 2009 - Areas Papers},
editor = {D. Ebert and J. Krüger},
title = {{RASTeR: Simple and Efficient Terrain Rendering on the GPU}},
author = {Bösch, Jonas and Goswami, Prashant and Pajarola, Renato},
year = {2009},
publisher = {The Eurographics Association},
DOI = {10.2312/ega.20091006}
}
booktitle = {Eurographics 2009 - Areas Papers},
editor = {D. Ebert and J. Krüger},
title = {{RASTeR: Simple and Efficient Terrain Rendering on the GPU}},
author = {Bösch, Jonas and Goswami, Prashant and Pajarola, Renato},
year = {2009},
publisher = {The Eurographics Association},
DOI = {10.2312/ega.20091006}
}