Interactive Terrain Rendering on Parallel Machines

by Patrick Angeles
Advisor: Paul Coddington

Project conducted as part of the 1994 Research Experiences for Undergraduates (REU) Program in High-Performance Computing conducted by the Northeast Parallel Architecture Center (NPAC) at Syracuse University.


Abstract

An interactive, scalable terrain-rendering application is being developed as part of The Living Textbook project. The application uses texture-mapping, Gouraud shading and z-buffering techniques to render terrain. Various parallel rendering algorithms are also explored to help produce high-quality images at interactive frame rates.

Introduction

Our immediate goal for this application is to achieve interactive, real-time rendering of the terrain with a highly presentable image quality. To minimize computation, we resort to object-based rendering techniques. The approach followed by the application takes flat polygons (triangles), transforms and clips each triangle in the scene, and scan converts it into pixels. For hidden surface removal, a z-buffer algorithm is used. To achieve a degree of detail and realism, Gouraud shading and texture-mapping techniques are employed.


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Patrick J. Angeles
Computer Science Department,
Oberlin College, Ohio.
e-mail: pangeles@cs.oberlin.edu