We present a large-scale terrain rendering method, which is based on restricted quadtree meshes. The error metric method corresponds to parallel computing requires, and processes the error metric and triangulation by GPU, to improve the rending efficiency of image hardware, and save the running time of CPU. For large terrain data, terrain data are compressed and stored in special method, and dynamically transmitted to graphic hardware according to rendering demand, and decoded by GPU too. Our compression method significantly reduces bandwidth requirements that is the bottleneck of terrain rendering.
In summary, a geometry compression technique for large, textured terrain rendering is presented here. By this method, we compress the terrain data with special format to reduce data space and bandwidth. And we organize data order of each node that data can be loaded on demand. The result (a) (b) meets our rendering requirement. But, compression efficiency of our method is not sufficient enough, which can be improved in the future to increase farther rendering speed.
Zihou Ge and Wenhui Li. A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression. Computer Science and Convergence. Lecture Notes in Electrical Engineering, 2012, Volume 114, Part 1, 3-9. [doi: 10.1007/978-94-007-2792-2_1] [Free PDF]