The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. ex. Some numerals are expressed as "XNUMX".
Copyrights notice
The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. Copyrights notice
En visualisation de terrain, le quadtree est la structure de données la plus fréquemment utilisée pour la génération progressive de maillage. Le quadtree fournit un niveau efficace de sélection de détails et d’élimination des troncs de vue. Cependant, la plupart des applications utilisant des quadtrees sont exécutées sur le processeur, car le pointeur et les opérations récursives dans la structure de données hiérarchique ne peuvent pas être manipulés dans un pipeline de rendu programmable. Nous présentons une méthode de rendu de terrain basée sur Quadtree pour l'exécution GPU (Graphics Processing Unit) qui utilise le fractionnement de sommets et le fractionnement de triangles. Le fractionnement des sommets prend en charge un niveau de sélection de détail et le fractionnement triangulaire est utilisé pour la suppression des fissures. Cette méthode offre des performances supérieures à celles des précédentes méthodes Quadtree basées sur le processeur, sans perte de qualité d'image. Nous pouvons ensuite utiliser le CPU pour d'autres calculs tout en rendant le terrain en utilisant uniquement le GPU.
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Eun-Seok LEE, Byeong-Seok SHIN, "Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU" in IEICE TRANSACTIONS on Information,
vol. E94-D, no. 1, pp. 137-145, January 2011, doi: 10.1587/transinf.E94.D.137.
Abstract: In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.E94.D.137/_p
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@ARTICLE{e94-d_1_137,
author={Eun-Seok LEE, Byeong-Seok SHIN, },
journal={IEICE TRANSACTIONS on Information},
title={Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU},
year={2011},
volume={E94-D},
number={1},
pages={137-145},
abstract={In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.},
keywords={},
doi={10.1587/transinf.E94.D.137},
ISSN={1745-1361},
month={January},}
Copier
TY - JOUR
TI - Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU
T2 - IEICE TRANSACTIONS on Information
SP - 137
EP - 145
AU - Eun-Seok LEE
AU - Byeong-Seok SHIN
PY - 2011
DO - 10.1587/transinf.E94.D.137
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E94-D
IS - 1
JA - IEICE TRANSACTIONS on Information
Y1 - January 2011
AB - In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.
ER -