Interactive Out-of-Core Visualisation of Very Large Landscapes on Commodity Graphics Platform

  • Paolo Cignoni
  • Fabio Ganovelli
  • Enrico Gobbetti
  • Fabio Marton
  • Federico Ponchio
  • Roberto Scopigno
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2897)

Abstract

We recently introduced an efficient technique for out-of-core rendering and management of large textured landscapes. 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 that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependendent texture/geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. This paper summarizes the method and discusses the results obtained in a virtual flythrough over a textured digital landscape derived from aerial imaging.

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References

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Copyright information

© Springer-Verlag Berlin Heidelberg 2003

Authors and Affiliations

  • Paolo Cignoni
    • 2
  • Fabio Ganovelli
    • 2
  • Enrico Gobbetti
    • 1
  • Fabio Marton
    • 1
  • Federico Ponchio
    • 2
  • Roberto Scopigno
    • 2
  1. 1.CRS4PulaItaly
  2. 2.ISTI-CNRPISAItaly

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