Li Shanglin, Zheng Liping, Zhang Jing, Yang Liuqing. Correction method of single-precision floating-point error for digita Earth rendering[J]. Journal of Image and Graphics, 2014, 19(1): 119-125. DOI: 10.11834/jig.20140115.
To solve the jitter and tear problems caused by single-precision floating-point errors in global scene rendering
a complete set of solutions is presented. First
a new coordinate origins is found by using the global quad-tree structure
avoiding the disadvantages of switching coordinate origins frequently; Second
the jitter problem is solved by transforming the coordinate and matrix in the new coordinate system; finally
the depth resolution is improved by using logarithmic calculation on the GPU
and the Z-Fighting problem is solved. The experiment results show that the proposed method can be a good solution to the problem caused by single-precision floating-point errors. It has strong adaptability
low complexity
and it is controllable with accuracy and efficiency advantages.