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.

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

Cignoni P;Ganovelli F;Ponchio F;Scopigno R
2003

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.
2003
Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI
Inglese
Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling
Using Virtual RealityTechnologies for Storytelling
21
29
9
978-3-540-40014-1
http://link.springer.com/chapter/10.1007/978-3-540-40014-1_3#
Springer-Verlag
Berlin Heidelberg
GERMANIA
Sì, ma tipo non specificato
Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003
Second International Conference, ICVS 2003, Toulouse, France
--
4
restricted
Cignoni P.; Ganovelli F.; Gobbetti E.; Marton F.; Ponchio F.; Scopigno R.
273
info:eu-repo/semantics/conferenceObject
04 Contributo in convegno::04.01 Contributo in Atti di convegno
File in questo prodotto:
File Dimensione Formato  
prod_264563-doc_129758.pdf

solo utenti autorizzati

Descrizione: Interactive Out-of-Core Visualisation of Very Large Landscapes on Commodity Graphics Platform
Tipologia: Versione Editoriale (PDF)
Dimensione 472.82 kB
Formato Adobe PDF
472.82 kB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/213253
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact