Parallel-Based Error Metric For Large-Scale Terrain Rendering Method
Zihou Ge, Xianyu Zhang · 2015
This paper presents a terrain rendering technique for large, textured terrain, which uses Parallel-based error metric.In a preprocess, the domain was first tiled and computed into a nested geometric space error map based on geographic theory, taking the advantage to save displaying memory with terrain map.In order to obtain the seamless connection, the edge errors of two connecting tiles are consistent with each other.At run time, screen space error is projected from geometric error, and compare with error threshold according to view-point, to select terrain grid points by GPU.At last, triangle strip is constructed according to RQT method.The method processes the error metric and triangulation by GPU, to improve the rendering efficiency of image hardware, and save the running time of CPU.