Figure 13: A rendered image of an actual horizon surface
from a seismic data.
7 CONCLUSION
We presented a new hybrid CPU-GPU strategy to ren-
der large digital elevation models with aerial imagery
mapped as textures. Level of detail managements,
for geometry (elevation) and texture (aerial imagery),
run independently. On the CPU, a multi-threaded
implementation is responsible for selecting, loading,
and transferring to the GPU active tiles. Geometry
tiles are decomposed into patches, and tessellation
shaders are used to determine tessellation levels for
each patch. The proposed method avoids crack be-
tween patch and tile interfaces by construction. Ge-
ometry and texture tiles are combined with no extra
data load, even in the case where one geometry tile is
covered by a set of different texture tiles.
We also extended the proposal for handling terrain
with irregular borders and surfaces with holes, intro-
ducing the concept of horizontal errors. Dealing with
irregular borders mitigates the constraint of power of
two (plus one for the border) on terrain dimensions;
supporting surfaces with hole has an important ap-
plication on rendering interpreted seismic surfaces of
large datasets.
ACKNOWLEDGEMENTS
We thank CNPq (Brazilian National Council for Sci-
entific and Technological Development) and Petro-
bras (the Brazilian oil company) for the financial sup-
port to conduct this research.
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