Istituto di Scienza e Tecnologie dell'Informazione     
Cignoni P., Ganovelli F., Gobbetti E., Marton F., Ponchio F., Scopigno R. BDAM: Batched Dynamic Adaptive Meshes for High Performance Terrain. In: Computer Graphics Forum, vol. 22 (3) pp. 505 - 514. EUROGRAPHICS 2003 / P. Brunet and D. Fellner (Guest Editors). Wiley, 2003.
This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. 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 and are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performed at 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 terrain datasets.
URL: http://onlinelibrary.wiley.com/doi/10.1111/1467-8659.00698/abstract
DOI: 10.1111/1467-8659.00698
Subject Terrain models
I.3.3 Computer Graphics. Picture and Image Generation
I.3.7 Computer Graphics. Three.Dimensional Graphics and Realism

Icona documento 1) Download Document PDF

Icona documento Open access Icona documento Restricted Icona documento Private


Per ulteriori informazioni, contattare: Librarian http://puma.isti.cnr.it

Valid HTML 4.0 Transitional