On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
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In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering. Our algorithm is geared toward high utilization of modern GPUs, and takes advantage of ray tracing and mesh rendering. The algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed region. The rendered mesh ensures the absence of cracks and degenerate triangles that may cause the appearance of visual artifacts. In addition, an external texture memory support is provided to enable the rendering of terrains that exceed the size of texture memory. Our experimental results show that the PGM algorithm provides high quality images at steady frame rates.