BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

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Date
2003
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Journal ISSN
Volume Title
Publisher
Blackwell Publishers, Inc and the Eurographics Association
Abstract
This paper describes an efficient technique for out-of-core rendering and management of large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure:a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These smallpatches are TINs and are constructed and optimized off-line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performedat each frame through a stateless traversal algorithm. Thanks to the batched CPU/GPU communication model,the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.Both preprocessing and rendering exploit out-of-core techniques to be fully scalable and to manage large terraindatasets.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.
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@article{
10.1111:1467-8659.00698
, journal = {Computer Graphics Forum}, title = {{
BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization
}}, author = {
Cignoni, P.
 and
Ganovelli, F.
 and
Gobbetti, E.
 and
Marton, F.
 and
Ponchio, F.
 and
Scopigno, R.
}, year = {
2003
}, publisher = {
Blackwell Publishers, Inc and the Eurographics Association
}, ISSN = {
1467-8659
}, DOI = {
10.1111/1467-8659.00698
} }
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