Efficient large-scale terrain rendering method for real-world game simulation

Publication Type  Book Article
Year of Publication  2006
Authors  Kang, D. S.; Kim, Y. J.; Shin, B. S.
Secondary/CollectionTitle  Technologies for E-Learning and Digital Entertainment, Proceedings
Publisher  Springer-Verlag Berlin
Place Published  Berlin
Pagination  597-605
ISBN Number  0302-9743
Accession Number  ISI:000238089300070
Abstract  

Terrain modeling and rendering is essential in construction of realistic virtual environment, for interactive computer games application. Advanced high resolution scanning technologies such as LIDAR enable us to obtain dense and accurate irregular terrain dataset. However, unlike the regular sampled dataset such as DEM and DTED, irregular dataset cannot be rendered in real-time due to random distribution of samples. Moreover, because they generally have huge amount of point data, it is very hard to manipulate them in consumer PC. We propose a fast and efficient terrain rendering method using large-scale irregular dataset for computer games application. First, it reconstructs the geometry by converting irregular dataset into regular one, through resampling input data with regular interval considering the spatial distribution of sample points. It can generate animated scene by applying quad-tree based rendering method to converted dataset. Experimental results show that its image quality is not deteriorated in comparison to the result of rendering reconstructed geometric models.


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