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
Link To Document :
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