RINGO: block based algorithm for large terrain rendering

  • Authors:
  • Dejan Rančic;Aleksandar Dimitrijevic;Bratislav Predic

  • Affiliations:
  • Department of Computer Science, Faculty of Electronic Engineering, University of Niš, Niš, Serbia;Department of Computer Science, Faculty of Electronic Engineering, University of Niš, Niš, Serbia;Department of Computer Science, Faculty of Electronic Engineering, University of Niš, Niš, Serbia

  • Venue:
  • ISCGAV'06 Proceedings of the 6th WSEAS International Conference on Signal Processing, Computational Geometry & Artificial Vision
  • Year:
  • 2006

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Abstract

Nowadays, the 3D terrain rendering algorithms have very important role in the wide variety of applications, starting from the video games up to the time-critical simulations, and real-time systems for command and control. RINGO algorithm presented in this paper enables the out-of-core terrain rendering with minimal CPU utilization. Based on OpenGL, it is easily portable to various platforms and operating systems.