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View-Dependent Refinement of Progressive Meshes
"... Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper, ..."
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Cited by 459 (5 self)
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Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper, we introduce a framework for selectively refining an arbitrary progressive mesh according to changing view parameters. We define efficient refinement criteria based on the view frustum, surface orientation, and screen-space geometric error, and develop a real-time algorithm for incrementally refining and coarsening the mesh according to these criteria. The algorithm exploits view coherence, supports frame rate regulation, and is found to require less than 15 % of total frame time on a graphics workstation. Moreover, for continuous motions this work can be amortized over consecutive frames. In addition, smooth visual transitions (geomorphs) can be constructed between any two selectively refined meshes. A number of previous schemes create view-dependent LOD meshes for height fields (e.g. terrains) and parametric surfaces (e.g. NURBS). Our framework also performs well for these special cases. Notably, the absence of a rigid subdivision structure allows more accurate approximations than with existing schemes. We include results for these cases as well as for general meshes.
ROAMing Terrain: Real-time Optimally Adapting Meshes
, 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-depend ..."
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Cited by 287 (10 self)
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Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from preprocessed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and prioritycomputation deferral lists. ROAM execution time is proportionate to the number of triangle changes per frame, which is typically a few percent of the output mesh size, hence ROAM performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering
"... The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of view-dependent level-of-detail control. Among these, the viewdependent progressive mesh (VDPM) framewor ..."
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Cited by 264 (1 self)
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The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of view-dependent level-of-detail control. Among these, the viewdependent progressive mesh (VDPM) framework represents an arbitrary triangle mesh as a hierarchy of geometrically optimized refinement transformations, from which accurate approximating meshes can be efficiently retrieved. In this paper we extend the general VDPM framework to provide temporal coherence through the runtime creation of geomorphs. These geomorphs eliminate "popping" artifacts by smoothly interpolating geometry. Their implementation requires new output-sensitive data structures, which have the added benefit of reducing memory use.
A Developer's Survey of Polygonal Simplification Algorithms
- IEEE COMPUTER GRAPHICS AND APPLICATIONS
, 2001
"... Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking ..."
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Cited by 157 (2 self)
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Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking an algorithm, relate the strengths and weaknesses of different approaches, and describe a number of published algorithms as examples.
Geometry clipmaps: terrain rendering using nested regular grids
- In SIGGRAPH ’04: ACM SIGGRAPH 2004 Papers
, 2004
"... Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset near Grand Canyon (n=255) Figure 1:Terrains rendered using geometry clipmaps, showing clipmap levels (size n×n) and transition regions (in blue on right). Rendering throughput has reached a level that en ..."
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Cited by 146 (2 self)
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Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset near Grand Canyon (n=255) Figure 1:Terrains rendered using geometry clipmaps, showing clipmap levels (size n×n) and transition regions (in blue on right). Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec.
Large Scale Terrain Visualization Using The Restricted Quadtree Triangulation
, 1998
"... Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. However, interactive visualization of very large scale grid digital elevation models is still a hard problem. The graphics load must be controlled by an adaptive surface triangulation and by taking adv ..."
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Cited by 116 (10 self)
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Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. However, interactive visualization of very large scale grid digital elevation models is still a hard problem. The graphics load must be controlled by an adaptive surface triangulation and by taking advantage of different levels of detail. Furthermore, the management of the visible scene requires efficient access to the terrain database. We describe a all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling. The triangulation model is based on the restricted quadtree triangulation. Furthermore, we present new algorithms of the restricted quadtree triangulation. These include among others exact error approximation, progressive meshing, performance enhancements and spatial access. Keywords algorithms, computer graphics, virtual reality, triangulated surfaces, terrain visualization, terascale visualization 1. Introduction In...
P,Pascucci V. Visualization of Large Terrains Made Easy [C
- In Proceedings of IEEE Visualization 2001
"... We present an elegant and simple to implement framework for per-forming out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increas-ingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have ..."
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Cited by 87 (5 self)
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We present an elegant and simple to implement framework for per-forming out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increas-ingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have been designed with the primary goal of simplicity and efficiency of implementation. Our approach to managing large terrain data also departs from more conventional strategies based on data tiling. Rather than emphasizing how to seg-ment and efficiently bring data in and out of memory, we focus on the manner in which the data is laid out to achieve good memory coherency for data accesses made in a top-down (coarse-to-fine) refinement of the terrain. We present and compare the results of us-ing several different data indexing schemes, and propose a simple to compute index that yields substantial improvements in locality and speed over more commonly used data layouts. Our second contribution is a new and simple, yet easy to gen-eralize method for view-dependent refinement. Similar to several published methods in this area, we use longest edge bisection in a top-down traversal of the mesh hierarchy to produce a continu-ous surface with subdivision connectivity. In tandem with the re-finement, we perform view frustum culling and triangle stripping. These three components are done together in a single pass over the mesh. We show how this framework supports virtually any error metric, while still being highly memory and compute efficient. 1
BDAM – batched dynamic adaptive meshes for high performance terrain visualization
- Computer Graphics Forum
, 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 pa ..."
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Cited by 82 (14 self)
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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.
Representation and Visualization of Terrain Surfaces at Variable Resolution
, 1997
"... We present a new approach for managing the multiresolution representation of discrete topographic surfaces. A Triangulated Irregular Network (TIN) representing the surface is built from sampled data by iteratively refining an initial triangulation that covers the whole domain. The refinement process ..."
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Cited by 76 (11 self)
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We present a new approach for managing the multiresolution representation of discrete topographic surfaces. A Triangulated Irregular Network (TIN) representing the surface is built from sampled data by iteratively refining an initial triangulation that covers the whole domain. The refinement process generates triangulations of the domain corresponding to increasingly finer approximations of the surface. Such triangulations are embedded into a structure in a three dimensional space. The resulting representation scheme encodes all intermediate representations that were generated during refinement. We propose a data structure and traversal algorithms that are oriented to the efficient extraction of approximated terrain models with an arbitrary precision, either constant or variable over the domain. 1. Introduction The search for multiresolution representation schemes has recently become very popular. Major applications involve generic surfaces embedded in 3D space 16;8;27 , terrains i...