@inproceedings{d030b47b0cec46ca89a6b87aa6b97da6,
title = "GPU-aware hybrid terrain rendering",
abstract = "We present a hybrid GPU rendering pipeline for high-resolution textured terrain fields that reduces polygon throughput limitations on the GPU. This pipeline uses rasterization and ray-casting in every frame simultaneously to determine eye ray intersections. It allows shifting workloads flexibly between the triangle setup stage and the parallel execution units, depending on the GPU capacities. We employ a hierarchical tiling of the domain and generate for each tile an errorcontrolled adaptive tessellation of the terrain. In each rendering frame, for each tile the number of triangles representing this tile as well as the number of pixels covered by the tile are determined, and this information is used to select the fastest rendering method on the executing GPU. Compared to pure rasterization or ray-casting, performance gains of a factor between 2 and 4 are demonstrated for high-resolution fields.",
keywords = "Graphics hardware, Hybrid rendering, Rasterization, Ray-casting, Terrain rendering",
author = "Christian Dick and Jens Kr{\"u}ger and R{\"u}diger Westermann",
year = "2010",
language = "English",
isbn = "9789728939229",
series = "Proc. of the IADIS Int. Conf. - Computer Graphics, Visualization, Computer Vision and Image Processing, CGVCVIP 2010, Visual Commun., VC 2010, Web3DW 2010, Part of the MCCSIS 2010",
pages = "3--10",
booktitle = "Proc. of the IADIS Int. Conf. - Computer Graphics, Visualization, Computer Vision and Image Processing, CGVCVIP 2010, Visual Commun., VC 2010, Web3DW 2010, Part of the MCCSIS 2010",
note = "IADIS Int. Conf. - Computer Graphics, Visualization, Computer Vision and Image Processing, CGVCVIP 2010, Visual Commun., VC 2010, Web Virtual Reality and Three-Dimensional Worlds, Web3DW 2010, Part of the MCCSIS 2010 ; Conference date: 27-07-2010 Through 29-07-2010",
}