Acceleration of terrain rendering using cube mesh

Dong Soo Kang, Byeong Seok Shin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Terrain rendering is essential to represent virtual environment in interactive applications. We have explored voxel-based terrain rendering using ray casting method. Real-time applications such as computer games and simulations require interactive fly-through or walk-through on the terrain. However, since previous approaches usually require a tremendous amount of CPU computation for view-frustum culling and level-of-detail selection, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU, which exploits a novel data structure, named Cube Mesh, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method.

Original languageEnglish
Title of host publicationVirtual Reality - Second International Conference, ICVR 2007. Held as part of HCI International 2007, Proceedings
PublisherSpringer Verlag
Pages71-79
Number of pages9
ISBN (Print)9783540733348
DOIs
StatePublished - 2007
Event2nd International Conference on Virtual Reality, ICVR 2007 - Beijing, China
Duration: 22 Jul 200727 Jul 2007

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4563 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference2nd International Conference on Virtual Reality, ICVR 2007
Country/TerritoryChina
CityBeijing
Period22/07/0727/07/07

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