Acceleration of terrain rendering using cube mesh

  • Authors:
  • Dong-Soo Kang;Byeong-Seok Shin

  • Affiliations:
  • Department of Computer Science and Information Engineering, Inha University, Inchon, Korea;Department of Computer Science and Information Engineering, Inha University, Inchon, Korea

  • Venue:
  • ICVR'07 Proceedings of the 2nd international conference on Virtual reality
  • Year:
  • 2007

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Abstract

Terrain rendering is essential to represent virtual environment in interactive applications. We have explored voxel-based terrain rendering using ray casting method. Real-time applications such as computer games and simulations require interactive fly-through or walk-through on the terrain. However, since previous approaches usually require a tremendous amount of CPU computation for view-frustum culling and level-of-detail selection, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU, which exploits a novel data structure, named Cube Mesh, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method.