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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.
 
 
Abstract
(English)
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
Multiresolution
I.3.3 Computer Graphics. Picture and Image Generation
I.3.7 Computer Graphics. Three.Dimensional Graphics and Realism


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