This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. 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 and are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performed at each frame through a stateless traversal algorithm. datasets.

Batching meshes for high performance terrain visualization

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

Abstract

This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. 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 and are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performed at each frame through a stateless traversal algorithm. datasets.
2003
Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI
Computer Graphics
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/57595
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