A Time-Controlling Terrain Rendering Algorithm

  • Lijie Li
  • Fengxia Li
  • Tianyu Huang
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4270)


The paper proposes a time-controlling algorithm for large-scale terrain rendering, which can’t be efficiently dealt with by LOD technique. In this algorithm, the terrain is divided and organized by quad-tree structure. Each terrain patch is assigned a certain time according to the total rendering time given in advance. The multi-resolution levels rendered are determined by visual apperception. To solve the T-junction and popping, an approach of stitching the level boundaries and geomorphing are respectively performed on GPU. The algorithm guarantees that each frame is rendered in preset time independent of the terrain or the eye position. The slow or jerky phenomena during roaming, which are usually caused by unstable rendering frame rate, can be successfully avoided. This terrain rendering algorithm is demonstrated in a massive terrain flyover application. The experiment proves that this algorithm is feasible and efficient.


Time Slice Time Allocation IEEE Visualization Interactive Frame Rate Border Vertex 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Lijie Li
    • 1
  • Fengxia Li
    • 1
  • Tianyu Huang
    • 1
  1. 1.School of Computer Science and TechnologyBeijing Institute of TechnologyBeijingChina

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