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Adaptive streaming and rendering of large terrains

Raphaël Lerbour 1
1 BUNRAKU - Perception, decision and action of real and virtual humans in virtual environments and impact on real environments
IRISA - Institut de Recherche en Informatique et Systèmes Aléatoires, ENS Cachan - École normale supérieure - Cachan, Inria Rennes – Bretagne Atlantique
Abstract : In this thesis, we propose solutions to perform adaptive streaming and rendering of arbitrary large terrains. One interesting application is to interactively visualize the Earth in 3D on a computer while loading the required data from a huge database over a network. In the first part of this thesis, we introduce a generic solution to handle sample maps of any size from a server hard disk all the way to a client rendering system. Our methods adapt to the speed of the network and of the rendering and avoid handling redundant data. In a second part, we build upon the generic solution to propose real-time 3D rendering of large textured terrains on graphics hardware. In addition, we support planetary terrains and use techniques that prevent handling redundant data and limit typical rendering inconsistencies due to map projection and rendering precision. Finally, we propose preprocessing algorithms that allow to build server databases from huge sample maps.
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Contributor : Raphaël Lerbour <>
Submitted on : Friday, March 5, 2010 - 1:22:22 PM
Last modification on : Friday, November 16, 2018 - 1:29:13 AM
Document(s) archivé(s) le : Friday, June 18, 2010 - 7:57:42 PM


  • HAL Id : tel-00461667, version 1


Raphaël Lerbour. Adaptive streaming and rendering of large terrains. Human-Computer Interaction [cs.HC]. Université Rennes 1, 2009. English. ⟨tel-00461667⟩



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