Dynamic Scheduling and Real-time Rendering Method for Large-Scale Terrain
Wei Cao · 2013
Along with the development of the graphics hardware,the transmission of large-scale data has replaced the lack of rendering capacity as the new bottleneck of large scale terrain rendering.Aiming at this problem,we present a new approach for dynamic scheduling and real-time rendering for large-scale terrain.Terrain data are stored as tile-pyramid in hard disk,in real-time rendering phase,only a few of tiles are streamed into the video memory every frame.First,GPU computes and transfers geographic coordinates of the current scene into CPU in real time,CPU analyses and calculates the visible region through these coordinates,and then selects the optimum combination of visible tiles(visible tiles set)among all the layers by quad-tree generating,tiles regularization and tiles merging.The visible tiles set are streamed into CPU,managed and updated in a fix-sized buffer,and finally transferred into GPU as a texture for sampling and rendering.Experiments show that this algorithm saves a large amount of video memory bandwidth,improves the efficiency of data transmission effectively,and obtaines a good result in the large scale terrain scheduling and rendering.