BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization
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Date
2003
Journal Title
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.
Description
@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}
}