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10th IEEE Visualization 1999 (VIS '99)
LOD-Sprite Technique for Accelerated Terrain Rendering
San Francisco, CA
October 25-October 28
ISBN: 0-7803-5897-X
| ASCII Text | x | ||
| Baoquan Chen, J. Edward Swan II, Eddy Kuo, Arie Kaufman, "LOD-Sprite Technique for Accelerated Terrain Rendering," Visualization Conference, IEEE, pp. 49, 10th IEEE Visualization 1999 (VIS '99), 1999. | |||
| BibTex | x | ||
| @article{ 10.1109/VISUAL.1999.809900, author = {Baoquan Chen and J. Edward Swan II and Eddy Kuo and Arie Kaufman}, title = {LOD-Sprite Technique for Accelerated Terrain Rendering}, journal ={Visualization Conference, IEEE}, volume = {0}, year = {1999}, issn = {1070-2385}, pages = {49}, doi = {http://doi.ieeecomputersociety.org/10.1109/VISUAL.1999.809900}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - Visualization Conference, IEEE TI - LOD-Sprite Technique for Accelerated Terrain Rendering SN - 1070-2385 SP EP A1 - Baoquan Chen, A1 - J. Edward Swan II, A1 - Eddy Kuo, A1 - Arie Kaufman, PY - 1999 KW - Image-Based Modeling and Rendering KW - Texture Mapping KW - Acceleration Techniques KW - Multi-Resolution KW - Level of Detail KW - Terrain Rendering KW - Virtual Reality KW - Virtual Environments. VL - 0 JA - Visualization Conference, IEEE ER - | |||
We present a new rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating terrain rendering. The LOD-sprite technique renders an initial frame using a high-resolution model of the scene geometry. It renders subsequent frames with a much lower-resolution model of the scene geometry and texture-maps each polygon with the image sprite from the initial high-resolution frame. As it renders these subsequent frames the technique measures the error associated with the divergence of the view position from the position where the initial frame was rendered. Once this error exceeds a user-defined threshold, the technique re-renders the scene from the high-resolution model. We have efficiently implemented the LOD-sprite technique with texture-mapping graphics hardware. Although to date we have only applied LOD-sprite to terrain rendering, it could easily be extended to other applications. We feel LOD-sprite holds particular promise for real-time rendering systems.
Index Terms:
Image-Based Modeling and Rendering, Texture Mapping, Acceleration Techniques, Multi-Resolution, Level of Detail, Terrain Rendering, Virtual Reality, Virtual Environments.
Citation:
Baoquan Chen, J. Edward Swan II, Eddy Kuo, Arie Kaufman, "LOD-Sprite Technique for Accelerated Terrain Rendering," ieee_vis, pp.49, 10th IEEE Visualization 1999 (VIS '99), 1999
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