Large-scale terrain rendering using strip masks of terrain blocks

In this paper, we give a view-dependent large-scale terrain rendering method using strip masks of terrain blocks, and our method is adaptive rendering method. Firstly, we partition our terrain into several blocks, and then we pre-compute a set of strip masks of blocks. At run time, in order to render the terrain, we simply choose the mask of blocks that represent each part of the terrain to meet our desired visual fidelity. We compute bounding volumes errors to decide which strip mask should be selected and render the block. And we remove the T-junction and cracks by rendering zero-area triangles along the rendering region boundaries. And we use user speed controlled method to make our morph animation on GPU. Finally, the experiments prove our method is feasible and valid.

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