Multi-resolution terrain rendering with GPU tessellation

GPU tessellation is very efficient and is reshaping the terrain-rendering paradigm. We present a novel terrain-rendering algorithm based on GPU tessellation. The planar domain of the terrain is partitioned into a set of tiles, and a coarse-grained quadtree is constructed for each tile using a screen-space error metric. Then, each node of the quadtree is input to the GPU pipeline together with its own tessellation factors. The nodes are tessellated and the vertices of the tessellated mesh are displaced by filtering the displacement maps. The multi-resolution scheme is designed to optimize the use of GPU tessellation. Further, it accepts not only height maps but also geometry images, which displace more vertices toward the higher curvature feature parts of the terrain surface such that the surface detail can be well reconstructed with a small number of vertices. The efficiency of the proposed method is proven through experiments on large terrain models. When the screen-space error threshold is set to a pixel, a terrain surface tessellated into 8.5 M triangles is rendered at 110 fps on commodity PCs.

[1]  Renato Pajarola,et al.  Survey of semi-regular multiresolution models for interactive terrain rendering , 2007, The Visual Computer.

[2]  Paolo Cignoni,et al.  BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization , 2003, Comput. Graph. Forum.

[3]  Jihad El-Sana,et al.  Seamless patches for GPU-based terrain rendering , 2009, The Visual Computer.

[4]  Jihad El-Sana,et al.  A GPU persistent grid mapping for terrain rendering , 2008, The Visual Computer.

[5]  David G. Kirkpatrick,et al.  Right-Triangulated Irregular Networks , 2001, Algorithmica.

[6]  Dinesh Manocha,et al.  Real-Time Massive Model Rendering , 2008, Real-Time Massive Model Rendering.

[7]  Mark A. Duchaineau,et al.  ROAMing terrain: Real-time Optimally Adapting Meshes , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[8]  Jihad El-Sana,et al.  Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models , 1997, IEEE Trans. Vis. Comput. Graph..

[9]  Hanan Samet,et al.  Applications of spatial data structures - computer graphics, image processing, and GIS , 1990 .

[10]  Hugues Hoppe Smooth view-dependent level-of-detail control and its application to terrain rendering , 1998 .

[11]  William Ribarsky,et al.  Real-time, continuous level of detail rendering of height fields , 1996, SIGGRAPH.

[12]  Valerio Pascucci,et al.  Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization , 2002, IEEE Trans. Vis. Comput. Graph..

[13]  Jens Schneider,et al.  GPU-Friendly High-Quality Terrain Rendering , 2006, J. WSCG.

[14]  Jihad El-Sana,et al.  Generalized View‐Dependent Simplification , 1999, Comput. Graph. Forum.

[15]  Paolo Cignoni,et al.  Planet-sized batched dynamic adaptive meshes (P-BDAM) , 2003, IEEE Visualization, 2003. VIS 2003..

[16]  Hans-Peter Seidel,et al.  A fast and simple stretch-minimizing mesh parameterization , 2004, Proceedings Shape Modeling Applications, 2004..

[17]  Marc Stamminger,et al.  Rendering Procedural Terrain by Geometry Image Warping , 2004, Rendering Techniques.

[18]  Margo McCall,et al.  IEEE Computer Society , 2019, Encyclopedia of Software Engineering.

[19]  Steven J. Gortler,et al.  Geometry images , 2002, SIGGRAPH.

[20]  Kenneth I. Joy,et al.  Adaptive 4-8 texture hierarchies , 2004, IEEE Visualization 2004.

[21]  Hans-Peter Seidel,et al.  A Fast and Simple Stretch-Minimizing Mesh Parameterization , 2004 .

[22]  Iain Cantlay DirectX 11 Terrain Tessellation , 2011 .

[23]  Enrico Puppo Variable Resolution Terrain Surfaces , 1996, CCCG.

[24]  Hugues Hoppe,et al.  View-dependent refinement of progressive meshes , 1997, SIGGRAPH.

[25]  Miguel Chover,et al.  Real-time tessellation of terrain on graphics hardware , 2012, Comput. Geosci..

[26]  Frank Losasso,et al.  Geometry clipmaps: terrain rendering using nested regular grids , 2004, SIGGRAPH 2004.

[27]  Renato Pajarola Large scale terrain visualization using the restricted quadtree triangulation , 1998 .

[28]  Paolo Cignoni,et al.  Representation and visualization of terrain surfaces at variable resolution , 1997, The Visual Computer.

[29]  Rodrigo de Toledo,et al.  LOD Terrain Rendering by Local Parallel Processing on GPU , 2010, 2010 Brazilian Symposium on Games and Digital Entertainment.

[30]  Byung-Uck Kim,et al.  Feature-preserving triangular geometry images for level-of-detail representation of static and skinned meshes , 2010, TOGS.

[31]  Daniel Wagner Terrain Geomorphing in the Vertex Shader , 2004 .

[32]  JungHyun Han,et al.  Feature‐Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation , 2012, Comput. Graph. Forum.

[33]  Valerio Pascucci,et al.  Visualization of large terrains made easy , 2001, Proceedings Visualization, 2001. VIS '01..