• Title of article

    BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

  • Author/Authors

    P.Cignoni، نويسنده , , F.Ganovelli، نويسنده , , E.Gobbetti، نويسنده , , F.Marton، نويسنده , , F.Ponchio، نويسنده , , R.Scopigno، نويسنده ,

  • Issue Information
    روزنامه با شماره پیاپی سال 2003
  • Pages
    10
  • From page
    505
  • To page
    514
  • 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.
  • Journal title
    Computer Graphics Forum
  • Serial Year
    2003
  • Journal title
    Computer Graphics Forum
  • Record number

    404542