ROAMing terrain: Real-time Optimally Adapting Meshes

ROAMing terrain: Real-time Optimally Adapting Meshes
复制标题

DOI:
10.1109/visual.1997.663860
复制
发表时间:
1997-10
期刊:
Proceedings. Visualization '97 (Cat. No. 97CB36155)
影响因子:
--
通讯作者:
M. Duchaineau;M. Wolinsky;David E. Sigeti;Mark C. Miller;C. Aldrich;M. Mineev-Weinstein
M. Duchaineau;M. Wolinsky;David E. Sigeti;Mark C. Miller;C. Aldrich;M. Mineev-Weinstein
中科院分区:
其他
文献类型:
--
作者:
M. Duchaineau;M. Wolinsky;David E. Sigeti;Mark C. Miller;C. Aldrich;M. Mineev-Weinstein

文献摘要

被引文献

相似文献

地形可视化是一个难题,应用程序需要在高帧速率的大数据集的准确图像,如飞行模拟和地面飞机测试使用合成传感器模拟。在当前的图形硬件上,问题是保持动态的、与视图相关的三角形网格和纹理贴图,以所需的帧速率生成良好的图像。我们提出了一种算法,用于构建三角形网格,优化灵活的视图相关的误差指标,产生保证的误差范围,直接实现指定的三角形计数,并使用帧到帧的连贯性,以高帧速率操作,每帧数千个三角形。我们的方法,被称为实时优化自适应网格(ROAM),使用两个优先级队列来驱动分裂和合并操作,保持从预处理二叉树三角形构建的连续三角形。我们引入了两个额外的性能优化:增量三角形剥离和优先级计算延迟列表。ROAM的执行时间与每帧三角形变化的数量成比例,这通常是输出网格大小的百分之几;因此ROAM的性能对输入地形的分辨率和范围不敏感。支持动态地形和简单的顶点变形。
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 simulation. 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 pre-processed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and priority-computation deferral lists. ROAM's execution time is proportional to the number of triangle changes per frame, which is typically a few percent of the output mesh size; hence ROAM's performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.