A parallelized screen-based method for rendering polylines and polygons on terrain surfaces

Two dimensional (2D) vector features, when rendered on terrain as reference or highlight features, can improve the intelligibility of three dimensional (3D) scenes. This research proposes a new screen-space based method to render solid color 2D polylines and polygons on terrain. Using the z-buffer value and window coordinates in screen space, a pixel's spatial extent in real world coordinates can be calculated. The pixel's color is changed, if its spatial extent intersects with a polyline or polygon feature, to reflect the fact that there is a polyline going through or a polygon covering the pixel. Compared to other existing methods, our method eliminates undesirable rendering artifacts. A parallel computing schema was proposed and implemented as well to improve rendering performance. New screen-space based method to render 2D polylines and polygons on terrain.Undesirable rendering artifacts are eliminated.Parallelized for rendering performance.

[1]  Fabrice Neyret,et al.  Real‐Time Rendering and Editing of Vector‐based Terrains , 2008, Comput. Graph. Forum.

[2]  J. Dollner,et al.  Texturing techniques for terrain visualization , 2000, Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145).

[3]  John Amanatides,et al.  A Fast Voxel Traversal Algorithm for Ray Tracing , 1987, Eurographics.

[4]  Daniel Cohen-Or,et al.  Incremental view-dependent multiresolution triangulation of terrain , 1997, Proceedings The Fifth Pacific Conference on Computer Graphics and Applications.

[5]  Tom Davis,et al.  Opengl programming guide: the official guide to learning opengl , 1993 .

[6]  William Ribarsky,et al.  Rendering Vector Data over Global, Multiresolution 3D Terrain , 2003, VisSym.

[7]  Jens Schneider,et al.  Efficient Geometry Compression for GPU‐based Decoding in Realtime Terrain Rendering , 2009, Comput. Graph. Forum.

[8]  Jürgen Döllner,et al.  Edge-Enhancement - An Algorithm for Real-Time Non-Photorealistic Rendering , 2003, WSCG.

[9]  Lixin Zhang,et al.  Efficient Simplification of Large Vector Maps Rendered onto 3D Landscapes , 2011, IEEE Computer Graphics and Applications.

[10]  M. Nienhaus,et al.  Edge-enhancement: an algorithm for real-time , 2003 .

[11]  M. Guthe,et al.  Real-time Rendering of Complex Vector Data on 3 d Terrain Models , 2005 .

[12]  Patrick Cozzi,et al.  A screen-space approach to rendering polylines on terrain , 2011, SIGGRAPH '11.

[13]  Jürgen Döllner,et al.  Interactive 3D visualization of vector data in GIS , 2002, GIS '02.

[14]  Jian Zhang,et al.  A Hybrid System of Expanding 2D GIS into 3D Space , 2012 .

[15]  M. Suna,et al.  LARGE-SCALE VECTOR DATA DISPLAYING FOR INTERACTIVE MANIPULATION IN 3 D LANDSCAPE MAP , 2008 .

[16]  Rüdiger Westermann,et al.  High-Quality Cartographic Roads on High-Resolution DEMs , 2011, J. WSCG.

[17]  Reinhard Klein,et al.  Efficient and Accurate Rendering of Vector Data on Virtual Landscapes , 2007, J. WSCG.

[18]  Jason L. Mitchell,et al.  Real-time image-space outlining for non-photorealistic rendering , 2002, SIGGRAPH '02.

[19]  Liu Liu,et al.  An efficient rendering method for large vector data on large terrain models , 2010, Science China Information Sciences.

[20]  Nikolas Prechtel,et al.  On strategies and automation in upgrading 2D to 3D landscape representations , 2015 .

[21]  Hugues Hoppe,et al.  Progressive meshes , 1996, SIGGRAPH.

[22]  Qingquan Li,et al.  An integrated TIN and Grid method for constructing multi‐resolution digital terrain models , 2005, Int. J. Geogr. Inf. Sci..

[23]  A. Agrawal,et al.  Geometry-based Mapping and Rendering of Vector Data over LOD Phototextured 3D Terrain Models , 2006 .