Adaptive Streaming and Rendering of Large Terrains using Strip Masks
Terrain rendering is an important factor in the rendering of virtual
scenes. If they are large and detailed, digital terrains can
represent a huge amount of data and therefore of graphical
primitives to render in real-time. In this paper we present an
efficient technique for out-of-core rendering of pseudo-infinite
terrains. The full terrain height field is divided into regular
tiles which are streamed and managed adaptively. Each visible tile
is then rendered using a precomputed triangle strip patch selected
in an adaptive way according to an importance metric. Thanks to
these two levels of adaptivity, our approach can be seen as a
cross-platform technique to render terrains on any kind of devices
(from slow handheld to powerful desktop PC) by only exploiting the
device capacity to draw as much triangles as possible for a target
frame rate and memory space
Images and movies
BibTex references
@InProceedings{PM05,
author = "Pouderoux, Joachim and Marvie, Jean-Eudes",
title = "Adaptive Streaming and Rendering of Large Terrains using Strip Masks",
booktitle = "Proceedings of ACM GRAPHITE 2005",
pages = "299--306",
year = "2005",
url = "http://iparla.labri.fr/publications/2005/PM05"
}
![graphite05-pm.pdf [14.1Mo]](http://iparla.labri.fr/publications/images/pdf.png)
![graphite05-pm.ppt [24.5Mo]](http://iparla.labri.fr/publications/images/ppt.png)