TY - GEN
T1 - Large scale terrain tessellation in flight simulator visual system
AU - Liu, Y.
AU - Chang, H.
AU - Dai, S. L.
N1 - Publisher Copyright:
© 2014 IEEE.
PY - 2015/1/12
Y1 - 2015/1/12
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/84922552102
U2 - 10.1109/CGNCC.2014.7007348
DO - 10.1109/CGNCC.2014.7007348
M3 - 会议稿件
AN - SCOPUS:84922552102
T3 - 2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
SP - 1028
EP - 1033
BT - 2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 6th IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
Y2 - 8 August 2014 through 10 August 2014
ER -