Abstract
With the increasing of the scale and resolution of terrains, graphic processing hardware meet the new challenges during the terrain rendering. To solve this problem, a dynamic scheduling algorithm based on the three-dimensional array and Sudoku is proposed in this paper. Mesh optimization and texture format conversion mode is utilized to reduce the terrain data size without quality reduction. Stratified block terrains can be then built corresponding to the three-dimensional array. Finally, these block terrains are loaded and unloaded dynamically based on Sudoku strategy according to the viewpoint position. Experimental results show that the efficiency of the proposed algorithm is significantly higher than six state-of-the-art algorithms. Consequently, our algorithm has the ability to load a great amount of terrain data with high performance in frame frequency, which achieves more fluid visual experience.
Similar content being viewed by others
References
Digne J, Cohen-Steiner D, Alliez P, De Goes F, Desbrun M (2014) Feature-preserving surface reconstruction and simplification from defect-laden point sets. J Math Imaging Vis 48(2):369–382
Felgenhauer B, Jarvis F (2006) Mathematics of sudoku I. Math Spectr 39(1):15–22
Judnich J, Ling N, (2011) "Fast multi-resolution terrain rendering with symmetric cluster sets," Proc ACM Conference SIGGRAPH Asia Sketches, 29
Kwon K, Lee ES, Shin BS (2013) GPU-accelerated 3D mipmap for real-time visualization of ultrasound volume data. Comput Biol Med 43(10):1382–1389
Liang Z, Liu D, Zhou M (2014), "Research on large scale 3D terrain generation," Proc. IEEE International Conference on Computational Science and Engineering, 1827-1832
Porwal S (2013) Quad tree-based level-of-details representation of digital globe. Def Sci J 63(1):89–92
Que X, Liu G, He Z, Qi G (2014) Realistic 3D terrain roaming and real-time flight simulation. 3D Res 5(4):1–11
Sanada Y, Ohira T, Chikuda S, Igarashi M, Ikebe M, Asai T, Motomura M (2013) FPGA implementation of single-image super-resolution based on frame-Bufferless box filtering. J Signal Process 17(4):111–114
Shen M, Wang H (2003) A large scale terrain rendering algorithm based on GPU. Inform Technol 6:176–179
Ulrich T (2002), "Rendering massive terrains using chunked level of detail control", Proc. Conference SIGGRAPH
Wang H, Zhang L, Mai J et al (2015) Spatial multi-resolution terrain rendering based on the improved strategy for terrain dispatching and pre-reading. In: Geo-informatics in resource management and sustainable ecosystem. Springer, Berlin Heidelberg, pp 225–234
Wate P, Saran S, Srivastav SK, Murthy YVN (2013), "Formulation of hierarchical framework for 3D-GIS data acquisition techniques in context of level-of-detail (LoD)", Proc. IEEE International Conference on Image Information Processing, 154-159
Wu J, Deng L, Paul A (2015) 3D terrain real-time rendering method based on CUDA-open GL interoperability. IETE Tech Rev 32(6):1–8
Yang Y, Wang C, Gao Y, Xing J (2014) Large scale terrain real-time rendering on GPU using double layers tile quad tree and cuboids bounding error metric. Open Autom Control Syst J 6:1378–1388
Yi J, Zhao L (2015), "Research on terrain visualization based on LOD dynamic," Proc. IEEE Seventh International Conference on Measuring Technology and Mechatronics Automation, 901-904
Zhai R, Lu K, Pan W, Dai S (2016) GPU-based real-time terrain rendering: design and implementation. Neurocomputing 171:1–8
Zhang B, Zhang L, Li Y, Zhang J (2013) Block LOD continuous nonlinear distribution of terrain rendering. Comput Eng Appl 49(4):213–218
Acknowledgements
This work was supported in part by the National Natural Science Foundation of China under Grant 61402371 and 61461025, Natural Science Basic Research Plan in Shaanxi Province of China under Grant 2015JM6317.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors declare that there is no conflict of interest regarding the publication of this paper.
Rights and permissions
About this article
Cite this article
Guo, Z., Zhang, Y., Fan, Y. et al. Multi-thread block terrain dynamic scheduling based on three-dimensional array and Sudoku. Multimed Tools Appl 77, 5819–5835 (2018). https://doi.org/10.1007/s11042-017-4496-1
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-017-4496-1