Large-Scale LOD Adaptive Terrain Rendering

Wen Yu, Li Min Zhang, Bing Qiang Zhang · Applied Mechanics and Materials · 2012

The data structure is the form of quad-tree in this paper. The terrain node's LOD evaluation function is given through comprehensive considering the three factors which are the static error of the terrain block ,the screen space dynamic error and visual perception based on the premise of visual acuity. The smooth transition factor is used to eliminate the phenomenon of popping in the GPU vertex shader. The idea to join the skirts is used to eliminate cracks between terrain blocks. The experimental results show that the algorithm can reflect the terrain LOD levels through the fluctuant of terrain and the visual perception intensity so that the terrain has a better adaptability while increasing frame rates and rendering realistic.

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