This paper introduces View-dependent Projective Atlases (VPAs), a new algorithm for rendering height field and dynamic vector primitives in a uniform way. VPAs create projective region based on the intersections of view frustum with height field bounding boxes. This projective region is split with a dynamical and view-dependent algorithm to calculate the viewports of atlases. As an intermediate data structure, atlases are compatible with existed rasterizing based method or ray-casting method to render height field. Dynamic vector primitives can be rendered in a texture-based like way. Experiment results demonstrate that both height field and dynamic vector primitives can be rendered with high quality and efficiency.
[1]
Hugues Hoppe.
Smooth view-dependent level-of-detail control and its application to terrain rendering
,
1998
.
[2]
Liu Liu,et al.
An efficient rendering method for large vector data on large terrain models
,
2010,
Science China Information Sciences.
[3]
Guiqiang Ni,et al.
Quad-Tree Atlas Ray Casting: A GPU Based Framework for Terrain Visualization and Its Applications
,
2012,
Trans. Edutainment.
[4]
Rüdiger Westermann,et al.
GPU Ray-Casting for Scalable Terrain Rendering
,
2009,
Eurographics.