BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization
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DOI:
10.1111/1467-8659.00698
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发表时间:
2003-09
影响因子:
2.5
通讯作者:
Paolo Cignoni;F. Ganovelli;E. Gobbetti;F. Marton;F. Ponchio;Roberto Scopigno
Paolo Cignoni;F. Ganovelli;E. Gobbetti;F. Marton;F. Ponchio;Roberto Scopigno
中科院分区:
计算机科学4区
文献类型:
--
作者:
Paolo Cignoni;F. Ganovelli;E. Gobbetti;F. Marton;F. Ponchio;Roberto Scopigno

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本文描述了一种高效的技术,用于大纹理地形表面的核外渲染和管理。该技术称为批处理动态自适应网格(BDAM),基于成对的树结构:纹理数据的平铺四叉树和几何形状的一对小三角形片的二叉树。这些小块是TIN,通过高质量的简化和三次剥离算法离线构建和优化。通过无状态遍历算法在每一帧上执行分层视锥剔除和视相关纹理和几何细化。由于采用了批处理CPU/GPU通信模型,该技术不需要处理器密集型处理器,并且充分利用了当前图形硬件的强大功能。预处理和渲染都利用了核外技术,可完全扩展并管理大型地形数据集。
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.