Abstract

In general, changes in society or the environment are expected depending on changes in terrain. The faster and more accurately these terrain changes can be observed, the faster and more accurately predictions can be made. Recently, three-dimensional (3D) terrain visualization programs, such as flight simulation, allow for interaction with various datasets to predict ecosystem influences in real time. Elaborate terrain data require a very large capacity. To render these large terrain data, the computing power of graphics devices cannot always satisfy the real-time conditions. Consequently, a large number of graphics devices in computing systems need to be replaced on a periodic basis. As the industry evolves, the replacement cycle of graphic devices shortens. To solve this problem, we present a novel acceleration approach for generating an adaptive terrain mesh using temporal coherence. By using our method, it is possible to prevent artifacts such as frame drop or screen flickering due to lack of computing power of the GPU in a specific viewing condition. Instead of generating the new terrain mesh on every frame, our method reuses the detail level of terrain mesh that was used in a previous frame. Therefore, it can maintain the frame coherency and improve the rendering speed. This allows the proposed method to more quickly provide more detailed information about the terrain to predict environmental changes more accurately on existing equipment. Thus, the proposed method can reduce the need to frequently replace GPUs. The proposed method can guarantee sufficient performance even with a resilient graphic device and can effectively slow down the replacement period of existing equipment.

Highlights

  • Three-dimensional (3D) rendering technology is widely used in various virtual reality fields

  • Continuing graphics processing units (GPUs) advances have resulted in research that speeds up triangle rasterization faster than simplifying terrain, while improving efficiency with fast, simple simplification techniques [24,37,46]

  • This paper presented an efficient GPU-based quadtree triangulation method that concurrently performs LOD selection and crack removal

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Summary

Introduction

Three-dimensional (3D) rendering technology is widely used in various virtual reality fields. In order to solve this problem, we propose a method for merging or splitting a rectangular patch by fetching the mesh used in the previous frame and process it as a single operation without a recursive operation This reduces the amount of data transferred between the system memory and the GPU memory, which occurs every time the root node is checked from the child node, and decreases the number of operations that perform the transmission, thereby greatly reducing the overall amount of geometric data transfer.

Related Work
GPU-Based Dynamic Adaptive Mesh
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Conclusions
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