I developed a dynamic data structure to optimize access to mass datasets of polygons and polylines. This structure accelerated terrain rendering by an average of +80%.
In military simulations, mass GIS (Geographic Information System) datasets are a common resource used to represent features like forests, lakes, roads, and rivers through polygons and polylines. These datasets play a vital role in defining the materials in large terrains (exceeding 100x100km) where traditional material baking is storage-intensive and can be impractical. This leads to the need for real-time texture rendering. Despite the use of acceleration data structures (e.g., hash, BVH, and quadtree) to reduce data access costs in terrain rendering, there may still be limitations to their effectiveness.
To address the issue of costly access to bulk GIS datasets for terrain rendering, I developed an intermediate data structure between the terrain shaders and acceleration data structures. This structure significantly streamlines material selection and minimizes access to the acceleration data structures, thereby enhancing performance.
The structure in summary:
Check the demonstration in a terrain with 80x35km.