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Large scale terrain tessellation in flight simulator visual system

  • Beihang University

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

Abstract

In order to solve the problem of high CPU usage and long rendering time in large scale terrain rendering in the flight simulator visual system, a GPU-based terrain tessellation algorithm is presented. We introduce an adaptive tessellation factor model combines screen-space projected area, terrain energy function and movement error function. This model conforms more closely to the hypsography, the velocity of viewpoint movement and the line of sight. And it separates the calculation of inside and edge tessellation factor in addition. We present a mesh refinement method which combines the PN triangles algorithm with displacement mapping based on mipmap and filtered-fBm. In practice, this method resolves aliasing and angularity in terrain mesh. The experimental results show that this algorithm renders high resolution terrain model in spite of coarse terrain mesh the CPU outputs. It can reduce redundant triangles and shorten the rendering time significantly without decreasing the rendering effect.

Original languageEnglish
Title of host publication2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1028-1033
Number of pages6
ISBN (Electronic)9781479946990
DOIs
StatePublished - 12 Jan 2015
Event6th IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014 - Yantai, China
Duration: 8 Aug 201410 Aug 2014

Publication series

Name2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014

Conference

Conference6th IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
Country/TerritoryChina
CityYantai
Period8/08/1410/08/14

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