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Pixel-Based Level of Detail on Hardware Tessellated Terrain Rendering

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Date

2017

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Association for Computing Machinery, Inc

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Green Open Access

No

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Abstract

As the GPU's processing power has been improving much faster than the CPU's. the terrain rendering algorithms have evolved to use the graphics hardware as much as possible. One of the recently developed GPU-based Level of Detail (LOD) algorithm is Continuous View Dependent Adaptive LOD using hardware tessellation. In this study, Continuous View Dependent Adaptive LOD using hardware tessellation is enhanced using three additional methods. First method is determining pixel-based LOD using occlusion query. Because of hidden surface culling, render time is reduced. Second method is determining pixel-based LOD using occlusion query that newly developed by using OpenGL and CUDA interoperability. Œird method is extension of second method that includes quad-tree based query for each terrain node. Œird method aims to increase rendering quality of partial rendered terrain node. © 2017 Copyright held by the owner/author(s).

Description

ACM Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH)

Keywords

Continuous View Dependent Adaptive Lod, Determining Lod, Hardware Tessellation, Occlusion Query, Terrain Rendering

Fields of Science

0202 electrical engineering, electronic engineering, information engineering, 02 engineering and technology

Citation

Özek, Mehmet Ömer; Demir, Engin (2017). "Pixel-based level of detail on hardware tessellated terrain rendering", ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017, 44th International Conference on Computer Graphics and Interactive Techniques, ACM SIGGRAPH 2017 Los Angeles30 July 2017through 3 August 2017.

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ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017 -- 44th International Conference on Computer Graphics and Interactive Techniques, ACM SIGGRAPH 2017 -- 30 July 2017 through 3 August 2017 -- Los Angeles -- 129315

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