Geometry compression method for terrain rendering with GPU-based error metric

Zihou Ge, Wenhui Li · 2011

We present a geometry compression method for large-scale terrain rendering, which is based on restricted quadtree meshes. Terrain data of our method are organized by special structure, and then dynamically transmitted to graphic hardware and compute dynamic error metric by GPU, for the purpose of reducing bandwidth requirements and saving the running time of CPU.

Read the paper · More papers on PaperTik