A Two-Level Algorithm for Large-Scale Terrain Using Nested Regular Grids

We propose a two-level algorithm for large-scale terrain using nested regular grids. To avoid large computing cost by numerous low-resolution blocks, we merge these low- resolution blocks into one level, use nested regular grids to process the other level contains high-resolution blocks, and merge the two levels in GPU, while ensuring the rendering effects, significantly improve the frame rate. Additional, in accordance with the characteristics of the nested regular grid, this paper use a simple and effective strategy for data loading, and rationally organize the out-of-core data, which significantly reduce the real-time loading of the out-of-core data.