Abstract
Recent researches of terrain visualization require fast and accurate rendering of massive terrain datasets. GPU-based ray-casting algorithm is one of the terrain visualization methods which support artifact-free scenes with fast rendering speed. However, as the resolution of dataset and display device has been grown larger, acceleration techniques are required for rendering the terrain in real-time. In this paper, we propose an acceleration technique using vertex propagation, which accelerates the ray-casting with quadtree-based empty space skipping. We perform the vertex propagation by subdividing a bounding box of the terrain. These boxes produce an optimal boundary of terrain which depends on viewing conditions. By marching the ray/height-field intersection only inside the bounding boxes, we can efficiently skip empty spaces. Experimental results show our method efficiently reduced the number of repetitions in previous quadtree traversal techniques and decrease the rendering speed about 30–50%.
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Acknowledgements
This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (No. 2011-0003842).
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Lee, ES., Lee, JH., Jo, I., Shin, BS. (2012). Vertex Propagation for Fast Ray-Casting of Digital Elevation Model. In: Kim, K., Ahn, S. (eds) Proceedings of the International Conference on IT Convergence and Security 2011. Lecture Notes in Electrical Engineering, vol 120. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2911-7_31
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DOI: https://doi.org/10.1007/978-94-007-2911-7_31
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