Next Article in Journal
Revealing Spatial-Temporal Characteristics and Patterns of Urban Travel: A Large-Scale Analysis and Visualization Study with Taxi GPS Data
Previous Article in Journal
Eye-tracking Evaluation of Weather Web Maps
Article Menu
Issue 6 (June) cover image

Export Article

Open AccessArticle

A Multilevel Terrain Rendering Method Based on Dynamic Stitching Strips

School of Geography and Ocean Science, Jiangsu Provincial Key Laboratory of Geographic Information Science and Technology, Nanjing University, Nanjing 210023, China
Collaborative Innovation Center of Novel Software Technology and Industrialization, Nanjing University, Nanjing 210023, China
Author to whom correspondence should be addressed.
ISPRS Int. J. Geo-Inf. 2019, 8(6), 255;
Received: 2 April 2019 / Revised: 13 May 2019 / Accepted: 26 May 2019 / Published: 30 May 2019
PDF [25565 KB, uploaded 30 May 2019]


High-quality terrain rendering has been the focus of many visualization applications over recent decades. Many terrain rendering methods use the strategy of Level of Detail (LOD) to create adaptive terrain models, but the transition between different levels is usually not handled well, which may cause popping artefacts that seriously affect the reality of the terrain model. In recent years, many researchers have tried using modern Graphics Processing Unit (GPU) to complete heavy rendering tasks. By leveraging the great power of GPU, high quality terrain models with rich details can be rendered in real time, although the problem of popping artefacts still persists. In this study, we propose a real-time terrain rendering method with GPU tessellation that can effectively reduce the popping artefacts. Coupled with a view-dependent updating scheme, a multilevel terrain representation based on the flexible Dynamic Stitching Strip (DSS) is developed. During rendering, the main part of the terrain model is tessellated into appropriate levels using GPU tessellation. DSSs, generated in parallel, can seamlessly make the terrain transitions between different levels much smoother. Experiments demonstrate that the proposed method can meet the requirements of real-time rendering and achieve a better visual quality compared with other methods. View Full-Text
Keywords: terrain rendering; GPU tessellation; level of detail; height map terrain rendering; GPU tessellation; level of detail; height map

Figure 1

This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

Supplementary material


Share & Cite This Article

MDPI and ACS Style

Zhang, L.; She, J.; Tan, J.; Wang, B.; Sun, Y. A Multilevel Terrain Rendering Method Based on Dynamic Stitching Strips. ISPRS Int. J. Geo-Inf. 2019, 8, 255.

Show more citation formats Show less citations formats

Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Related Articles

Article Metrics

Article Access Statistics



[Return to top]
ISPRS Int. J. Geo-Inf. EISSN 2220-9964 Published by MDPI AG, Basel, Switzerland RSS E-Mail Table of Contents Alert
Back to Top