HLODs for fast rendering of large-scale environments

Zheng Yi-ting · Journal of Computer Applications · 2007

Discuss an algorithm based on view-dependent Hierarchical Levels Of Detail (HLODs) in order to accelerate the rendering speed. During preprocessing phase, build a hierarchical decomposition of the environment using an octree and create HLODs. At run time, use multiple threads to render the environment: use visibility culling to cull those invisible blocks, choose HLOD according to screen error, and also use data management and attemperation to update the data in main memory. Try to find the optimal acceleration method while still maintaining the image fidelity.

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