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In this paper, we provide a new method for rendering of large-scale 3D terrain point cloud based on bounding volume hierarchy (BVH), level of detail (LOD) and out-of-core algorithm. First, large-scale 3D terrain point clouds are partitioned into several same size small blocks according to its size. Then small blocks are reconstructed to mesh models and added texture mappings. Thirdly, we use BVH to organize scene data and create two levels to handle node loading and computer graphics rendering separately. Fourthly, we use view-dependent out-of-core method to determine which part of meshes should be rendering or deleted from the memory. In the last of the paper, we use terrain models reconstructed from point clouds to test that our method has higher usage efficiency of computer memory and rendering rates.
Date of Conference: 16-18 July 2012