Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms
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Data
2003
Autori
Cignoni, Paolo
Ganovelli, Fabio
Gobbetti, Enrico
Marton, Fabio
Ponchio, Federico
Scopigno, Roberto
Titolo del periodico
ISSN
Titolo del volume
Editore
Springer
Abstract
We recently introduced an efficient technique for out-of-core rendering and management of large textured landscapes. 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 small patches are TINs that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependendent texture/geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. This paper summarizes the method and discusses the results obtained in a virtual flythrough over a textured digital landscape derived from aerial imaging.
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Keywords
terrains , batched dynamic adaptive meshes (BDAM) , multiresolution modeling