• DocumentCode
    1675754
  • Title

    ROAMing terrain: Real-time Optimally Adapting Meshes

  • Author

    Duchaineau, Mark ; Wolinsky, Murray ; Sigeti, David E. ; Miller, Matthew C. ; Aldrich, Charles ; Mineev-Weinstein, Mark B.

  • Author_Institution
    Los Alamos Nat. Lab., NM, USA
  • fYear
    1997
  • Firstpage
    81
  • Lastpage
    88
  • Abstract
    Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor simulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from pre-processed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and priority-computation deferral lists. ROAM´s execution time is proportional to the number of triangle changes per frame, which is typically a few percent of the output mesh size; hence ROAM´s performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
  • Keywords
    data visualisation; ROAM method; accurate images; continuous triangulations; dynamic terrain morphing; dynamic view-dependent triangle meshes; error bounds; execution time; flexible view-dependent error metrics optimization; flight simulation; frame rate; frame-to-frame coherence; graphics; greedy algorithm; ground-based aircraft testing; incremental triangle stripping; large datasets; merging operation; mesh size; performance optimization; pre-processed bintree triangles; priority queues; priority-computation deferral lists; real-time optimally adapting meshes; resolution; splitting operation; synthetic sensor simulation; terrain visualization; texture maps; triangle changes; triangle counts; vertex morphing; Aerospace simulation; Aircraft manufacture; Chromium; Computer graphics; Geometry; Hardware; Image sensors; Laboratories; Runtime; Testing; Visualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Visualization '97., Proceedings
  • Conference_Location
    Phoenix, AZ, USA
  • Print_ISBN
    0-8186-8262-0
  • Type

    conf

  • DOI
    10.1109/VISUAL.1997.663860
  • Filename
    663860