BDAM - Batched dynamic adaptive meshes for high performance terrain visualization

被引:114
作者
Cignoni, P
Ganovelli, F
Gobbetti, E
Marton, E
Ponchio, F
Scopigno, R
机构
[1] CNR, ISTI, I-56100 Pisa, Italy
[2] CRS4, I-09010 UTA, CA, Italy
关键词
D O I
10.1111/1467-8659.00698
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:505 / 514
页数:10
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