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A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

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Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 114))

Abstract

We present a large-scale terrain rendering method, which is based on restricted quadtree meshes. The error metric method corresponds to parallel computing requires, and processes the error metric and triangulation by GPU, to improve the rending efficiency of image hardware, and save the running time of CPU. For large terrain data, terrain data are compressed and stored in special method, and dynamically transmitted to graphic hardware according to rendering demand, and decoded by GPU too. Our compression method significantly reduces bandwidth requirements that is the bottleneck of terrain rendering.

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Correspondence to Zihou Ge .

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Ge, Z., Li, W. (2012). A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression. In: J. (Jong Hyuk) Park, J., Chao, HC., S. Obaidat, M., Kim, J. (eds) Computer Science and Convergence. Lecture Notes in Electrical Engineering, vol 114. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2792-2_1

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  • DOI: https://doi.org/10.1007/978-94-007-2792-2_1

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  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-007-2791-5

  • Online ISBN: 978-94-007-2792-2

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