Efficiency of RINGO Algorithm for Large Terrain Rendering

Abstract

– Nowadays, many time-critical applications require 3D rendering algorithms for the visualization of massive terrain datasets. For such applications it is essentially important to use CPU processing power as little as possible, because in real-life applications the CPU usually has more task to do than just a terrain drawing. There is a huge burden imposed by sensors polling, received information interpretation, communication with other devices and their management. This paper presents efficiency of simple out-of-core terrain-rendering algorithm, using OpenGL display lists organized into nested rings. Key-Words: – Terrain rendering algorithm, out-of-core, level-of-detail, block based organization, efficiency

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Cite this paper

@inproceedings{Dimitrijevic2007EfficiencyOR, title={Efficiency of RINGO Algorithm for Large Terrain Rendering}, author={Aleksandar M. Dimitrijevic and Dejan D. Rancic and Aleksandra Medvedeva}, year={2007} }