Author/Authors :
P.Cignoni، نويسنده , , F.Ganovelli، نويسنده , , E.Gobbetti، نويسنده , , F.Marton، نويسنده , , F.Ponchio، نويسنده , , R.Scopigno، نويسنده ,
Abstract :
This paper describes an ef cient 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 simpli cation and tristripping
algorithms. Hierarchical view frustum culling and view-dependent texture and geometry re nement is performed
at 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 terrain
datasets.