ROAMing terrain: Real-time optimally adapting meshes

被引:290
作者
Duchaineau, M [1 ]
Wolinsky, M [1 ]
Sigeti, DE [1 ]
Miller, MC [1 ]
Aldrich, C [1 ]
Mineev-Weinstein, MB [1 ]
机构
[1] Univ Calif Los Alamos Natl Lab, Los Alamos, NM 87544 USA
来源
VISUALIZATION '97 - PROCEEDINGS | 1997年
关键词
triangle bintree; view-dependent mesh; frame-to-frame coherence; greedy algorithms;
D O I
10.1109/VISUAL.1997.663860
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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 priority-computation 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.
引用
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页码:81 / 88
页数:8
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