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Multi-resolution terrain rendering with unlimited detail and resolution

Multi-resolution terrain rendering with unlimited detail and resolution

자료유형
학위논문
개인저자
강형엽 姜亨燁
서명 / 저자사항
Multi-resolution terrain rendering with unlimited detail and resolution / Hyeongyeop Kang
발행사항
Seoul :   Graduate School, Korea University,   2017  
형태사항
vii, 80장 : 삽화(일부천연색), 도표 ; 26 cm
기타형태 저록
Multi-resolution Terrain Rendering with Unlimited Detail and Resolution   (DCOLL211009)000000076877  
학위논문주기
학위논문(박사)-- 고려대학교 대학원: 컴퓨터·전파통신공학과, 2017. 8
학과코드
0510   6YD36   335  
일반주기
지도교수: 韓政賢  
부록수록  
서지주기
참고문헌: 장 71-79
이용가능한 다른형태자료
PDF 파일로도 이용가능;   Requires PDF file reader(application/pdf)  
비통제주제어
Terrain rendering , Procedural rendering , Tessellation , Real-time rendering,,
000 00000nam c2200205 c 4500
001 000045915419
005 20171012172540
007 ta
008 170703s2017 ulkad bmAC 000c eng
040 ▼a 211009 ▼c 211009 ▼d 211009
085 0 ▼a 0510 ▼2 KDCP
090 ▼a 0510 ▼b 6YD36 ▼c 335
100 1 ▼a 강형엽 ▼g 姜亨燁
245 1 0 ▼a Multi-resolution terrain rendering with unlimited detail and resolution / ▼d Hyeongyeop Kang
260 ▼a Seoul : ▼b Graduate School, Korea University, ▼c 2017
300 ▼a vii, 80장 : ▼b 삽화(일부천연색), 도표 ; ▼c 26 cm
500 ▼a 지도교수: 韓政賢
500 ▼a 부록수록
502 1 ▼a 학위논문(박사)-- ▼b 고려대학교 대학원: ▼c 컴퓨터·전파통신공학과, ▼d 2017. 8
504 ▼a 참고문헌: 장 71-79
530 ▼a PDF 파일로도 이용가능; ▼c Requires PDF file reader(application/pdf)
653 ▼a Terrain rendering ▼a Procedural rendering ▼a Tessellation ▼a Real-time rendering
776 0 ▼t Multi-resolution Terrain Rendering with Unlimited Detail and Resolution ▼w (DCOLL211009)000000076877
900 1 0 ▼a Kang, Hyeong-yeop, ▼e
900 1 0 ▼a 한정현 ▼g 韓政賢, ▼e 지도교수
945 ▼a KLPA

전자정보

No. 원문명 서비스
1
Multi-resolution terrain rendering with unlimited detail and resolution (34회 열람)
PDF 초록 목차

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 과학도서관/학위논문서고/ 청구기호 0510 6YD36 335 등록번호 123056945 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

초록

We present a novel terrain rendering algorithm based on GPU tessellation. The planar domain of a terrain area is partitioned into a set of tiles, and a coarse-grained quadtree is constructed for each tile. Then, each node of the quadtree is input to the GPU pipeline together with its own tessellation factors. The nodes are tessellated and the vertices of the tessellated mesh are displaced by filtering the displacement maps. In order to optimize the use of GPU tessellation, a multi-resolution scheme is designed. Moreover, this scheme is easily able to cope with procedural noise to synthesize unlimited resolution detail. The efficiency of the proposed approach is proven through experiments on real data of the earth and lunar surfaces.

목차

Contents 1
List of Figures 3
1 Introduction 1
2 Related work 4
2.1 Terrain rendering technique 4
2.2 GPU based terrain rendering 6
2.3 Procedural Noise and Noise-by-Example 7
2.4 Terrain Amplification with Procedural Method 9
3 GPU pipeline for terrain rendering 12
4 Multi-resolution scheme 14
4.1 Tile and patch 14
4.2 Object-space errors 16
4.3 Quadtree and inner LODs 17
4.4 Edge LODs 18
4.5 Quadtree update 19
5 Geometry images for terrain rendering 23
5.1 Feature-sensitive Parameterization 25
5.2 Terrain Rendering with FGIs 27
5.3 Zippering 28
6 Detail synthesis for unlimited terrain resolution 30
6.1 Procedural Detail 32
6.2 Noise by Example 33
6.3 Stamped Detail 36
6.4 Blending Procedural and Stamped Details 37
7 Terrain surrface rendering with detail 40
7.1 Quadtree subdivision and GPU processing 40
7.2 Tessellation and Quadtree Update 42
7.3 Noise Interpolation 44
7.4 Unlimited Resolution and Unlimited Detail 46
7.5 Image Textures and Normals 47
8 Experimental Results and Discussions 48
8.1 Multi-resolution terrain rendering 48
8.1.1 Out-of-Core rendering and view frustum culling 49
8.1.2 Height Mapping vs. FGI Mapping 50
8.1.3 Performance Comparison 51
8.1.4 Screen-space Error Threshold 52
8.1.5 Texture Resolution 54
8.2 Unlimited-resolution terrain rendering 56
8.2.1 Implementation and Performances 56
8.2.2 Procedural and Stamped Details 60
9 Conclusion 67
Bibliography 71