6 CONCLUSIONS AND
DISCUSSION
We have presented a parallel continuous level of
detail technique for rendering bintree based
structures. The mayor improvements in performance
are achieved by turning the problem into an
uncoupled refinement process, which allows a
terrain mesh to be generated on multiple processors
and thereby increasing the performance in terms of
frames per second considerably.
The issue of keeping the load balanced on more
than two processors posts some difficulty because
the mesh partitioning strategy needs to be
generalized. Due to the decreasing level of detail
towards the observers horizon, and the changes in
complexity of the mesh, the next partition strategy is
much harder to determine and will be part of future
research.
This paper focused on showing the increase in
performance by parallel mesh tessellation, but many
improvements can still be implemented, like node
caching, triangle fan generation, priority queues and
occlusion culling among other techniques.
ACKNOWLEDGEMENTS
This work was partially funded by Fondecyt
1040713. We are also grateful to the referees whose
comments contributed to improve this paper.
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