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

Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
2003 Lecture Notes in Computer Science  
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.  ...  Conclusions We have presented an efficient technique for out-of-core management and interactive rendering of large scale textured terrain surfaces.  ... 
doi:10.1007/978-3-540-40014-1_3 fatcat:thhc43xrnfglrps3i4asyqinl4

BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

P. Cignoni, F. Ganovelli, E. Gobbetti, F. Marton, F. Ponchio, R. Scopigno
2003 Computer graphics forum (Print)  
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  ...  Unfortunately current dynamic multiresolution algorithms are very processor intensive: the extraction of an adequate terrain representation from a multiresolution model and its transmission to the graphics  ... 
doi:10.1111/1467-8659.00698 fatcat:6z2z3zyuurfgthmfrzh3czudcm

RASTeR: Simple and Efficient Terrain Rendering on the GPU [article]

Jonas Bösch, Prashant Goswami, Renato Pajarola
2009 Eurographics State of the Art Reports  
The efficiency of our method is validated by presenting experimental results on large elevation models.  ...  Our approach uses regular height-data blocks and terrain independent triangle patches, which are used to efficiently subdivide the terrain data.  ...  Acknowledgements We would like to thank the Remote Sensing Lab of the University of Zurich for the Ofenpass DEM data of the Swiss National Park, as well as the Large Geometric Models Archive at GeorgiaTech  ... 
doi:10.2312/ega.20091006 fatcat:ufa3zuyrgjdijmt5zyohnwd46m

Scalable Parallel Out-of-core Terrain Rendering [article]

Prashant Goswami, Maxim Makhinya, Jonas Bösch, Renato Pajarola
2010 Eurographics Symposium on Parallel Graphics and Visualization  
The efficiency of our approach is validated using massive elevation models.  ...  In this paper, we introduce a novel out-of-core parallel and scalable technique for rendering massive terrain datasets.  ...  NASA for providing the SRTM height field. as well as swisstopo for the DHM25 model of Zürich (used in the video).  ... 
doi:10.2312/egpgv/egpgv10/063-071 fatcat:xlc37qsukbadjhwwq5affqq7we

Sparse terrain pyramids

Kenneth Weiss, Leila De Floriani
2008 Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems - GIS '08  
Bintrees based on longest edge bisection and hierarchies of diamonds are popular multiresolution techniques on regularly sampled terrain datasets.  ...  In this work, we consider sparse terrain pyramids as a compact multiresolution representation for terrain datasets whose samples are a subset of those lying on a regular grid.  ...  of scalar fields and digital shapes.  ... 
doi:10.1145/1463434.1463454 dblp:conf/gis/WeissF08 fatcat:wzljiuidizbyplsrn2ky3cs4j4

Survey of semi-regular multiresolution models for interactive terrain rendering

Renato Pajarola, Enrico Gobbetti
2007 The Visual Computer  
After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well  ...  We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well  ...  This is the common representation of grid-digital terrain elevation models.  ... 
doi:10.1007/s00371-007-0163-2 fatcat:35bhc4dkp5a4pfobakir37supq

Mix-Subdivision Dynamic Terrain Visualization Algorithm

Xiao Hui Zhao, Bao Di Xie, De Peng Wan, Qing Yun Wang
2013 Advanced Materials Research  
Quadtree is selected as our basic data structure and mix-subdivided according to the size of the terrain.  ...  In this paper, a dynamic terrain visualization method based on quadtree and multi-resolution voxel is presented in order to realize the real-time rendering for realistic craters in battlefield.  ...  ACKNOWLEDGMENT We would like to thank those who give us some advice and help. We would like to thank Virtual Terrain Project Website where we get good collections of terrain resources.  ... 
doi:10.4028/www.scientific.net/amr.756-759.3372 fatcat:npf7st2qujgg7propylknon22i

Simplex and Diamond Hierarchies: Models and Applications [article]

K. Weiss, L. De Floriani
2010 Eurographics State of the Art Reports  
Such decompositions, originally developed for finite elements, are extensively used as the basis for multiresolution models of scalar fields, such as terrains, and static or time-varying volume data.  ...  They have also been used as an alternative to quadtrees and octrees as spatial access structures and in other applications.  ...  Acknowledgments We would like to thank the anonymous reviewers for their many helpful suggestions. This work has been partially supported by the National Science Foundation under grant CCF-0541032.  ... 
doi:10.2312/egst.20101064 fatcat:acpgn3wu7fegthjkmapzbc5q5i

Simplex and Diamond Hierarchies: Models and Applications

K. Weiss, L. De Floriani
2011 Computer graphics forum (Print)  
Such decompositions, originally developed for finite elements, are extensively used as the basis for multiresolution models of scalar fields, such as terrains, and static or time-varying volume data.  ...  They have also been used as an alternative to quadtrees and octrees as spatial access structures and in other applications.  ...  Acknowledgments We would like to thank the anonymous reviewers for their many helpful suggestions. This work has been partially supported by the National Science Foundation under grant CCF-0541032.  ... 
doi:10.1111/j.1467-8659.2011.01853.x fatcat:srj3xptopjee5p73gip7vz3w4a

High-quality networked terrain rendering from compressed bitstreams

Fabio Bettio, Enrico Gobbetti, Fabio Marton, Giovanni Pintore
2007 Proceedings of the twelfth international conference on 3D web technology - Web3D '07  
Abstract We describe a compressed multiresolution representation and a client-server architecture for supporting interactive high quality remote visualization of very large textured planar and spherical  ...  The efficiency of the approach is demonstrated on a large scale interactive remote visualization of global and local terrains on ADSL networks.  ...  The authors wish to thank the Autonomous Region of Sardinia Authorities for their support, CORE Soluzione Informatiche for system integration, and CGR for providing orthophoto datasets.  ... 
doi:10.1145/1229390.1229396 dblp:conf/vrml/BettioGMP07 fatcat:ccpepi73lvgjrlwss3tvxib3ru

C-BDAM ? Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering

E. Gobbetti, F. Marton, P. Cignoni, M. Di Benedetto, F. Ganovelli
2006 Computer graphics forum (Print)  
We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces.  ...  The technique, called Compressed Batched Dynamic Adaptive Meshes (C-BDAM), is an extension of the BDAM and P-BDAM chunked level-of-detail hierarchy.  ...  This research is partially supported by the European projects CRIMSON (RTD contract SEC4-PR-011500) and Epoch (NoE contract IST-2002-507382).  ... 
doi:10.1111/j.1467-8659.2006.00952.x fatcat:qdlujtkf3zhqxkvh3cbuqkyaym

Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies

L.M. Hwa, M.A. Duchaineau, K.I. Joy
2005 IEEE Transactions on Visualization and Computer Graphics  
Example applications of lake-detection and procedural terrain generation demonstrate the flexibility of the tile processing framework.  ...  The use of 4-8 grid refinement and coarsening schemes allows level-of-detail transitions that are twice as gradual as traditional quadtree-based hierarchies, as well as very high-quality low-pass filtering  ...  We thank the members of the Visualization and Graphics Group of the Institute for Data Analysis and Visualization (IDAV) at UC Davis, and the visualization researchers within the Center for Applied Scientific  ... 
doi:10.1109/tvcg.2005.65 pmid:16138547 fatcat:ugajosjz2fhdlj226tzqkxciji

A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

Çetin Koca, Uğur Güdükbay
2014 International Journal of Geographical Information Science  
We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to  ...  Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways.  ...  Türker Yılmaz for valuable comments and suggestions, Rana Nelson for proofreading and Ateş Akaydın for narrating the videos.  ... 
doi:10.1080/13658816.2014.900560 fatcat:rzjhwhgozjgqrjmtohtxjrbgt4

Terrain decimation through Quadtree Morphing

D. Cline, P.K. Egbert
2001 IEEE Transactions on Visualization and Computer Graphics  
We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment.  ...  We present a new terrain decimation technique called a Quadtree Morph, or Q-morph.  ...  For example, for an LOD parameter of 3.7, the base model would be model 3, and the final geometry would lie seven tenths of the distance between models 3 and 4.  ... 
doi:10.1109/2945.910822 fatcat:qa2oee3dhbdihdrebpzhb3h2cu

An adaptive graph for volumetric mesh visualization

Diogo T. Robaina, Mauricio Kischinhevsky, Sanderson L. Gonzaga de Oliveira, Diego N. Brandão, Esteban Clua, Anselmo Montenegro
2010 Procedia Computer Science  
This scheme intends to achieve better transversal cost than a treelike (e.g., bintree, quadtree and octree) space arrangement approach.  ...  In addition, experiments are shown when visualization is made from inside and outside the volume. The results expose the efficiency of using this strategy.  ...  Acknowledgements The authors gratefully acknowledge CAPES, FAPERJ and CNPq for the financial support.  ... 
doi:10.1016/j.procs.2010.04.196 fatcat:kflv3ncpkjhfxknsoqmu65jska
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