DocumentCode :
813364
Title :
Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies
Author :
Hwa, L.M. ; Duchaineau, M.A. ; Joy, K.I.
Volume :
11
Issue :
4
fYear :
2005
Firstpage :
355
Lastpage :
368
Abstract :
The real-time display of huge geometry and imagery databases involves view-dependent approximations, typically through the use of precomputed hierarchies that are selectively refined at runtime. A classic motivating problem is terrain visualization in which planetary databases involving billions of elevation and color values are displayed on PC graphics hardware at high frame rates. This paper introduces a new diamond data structure for the basic selective-refinement processing, which is a streamlined method of representing the well-known hierarchies of right triangles that have enjoyed much success in real-time, view-dependent terrain display. Regular-grid tiles are proposed as the payload data per diamond for both geometry and texture. 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 compared to subsampling-based hierarchies. An out-of-core storage organization is introduced based on Sierpinski indices per diamond, along with a tile preprocessing framework based on fine-to-coarse, same-level, and coarse-to-fine gathering operations. To attain optimal frame-to-frame coherence and processing-order priorities, dual split and merge queues are developed similar to the realtime optimally adapting meshes (ROAM) algorithm, as well as an adaptation of the ROAM frustum culling technique. Example applications of lake-detection and procedural terrain generation demonstrate the flexibility of the tile processing framework.
Keywords :
computational geometry; data visualisation; image texture; low-pass filters; mesh generation; quadtrees; rendering (computer graphics); storage management; terrain mapping; very large databases; visual databases; 4-8 grid refinement; PC graphics hardware; Sierpinski indices; diamond data structure; frustum culling technique; image texture; imagery databases; level-of-detail techniques; low-pass filtering; out-of-core algorithm; out-of-core storage organization; planetary geometry databases; quadtree-based hierarchy; real-time optimal adaptation; realtime optimally adapting meshes algorithm; regular-grid tiles; selective-refinement processing; terrain visualization; view-dependent approximation; Data visualization; Displays; Geometry; Graphics; Hardware; Image databases; Runtime; Spatial databases; Visual databases; Index Terms- Large data set visualization; adaptive textures; level-of-detail techniques; out-of-core algorithms; procedural terrain generation.; view-dependent visualization; Algorithms; Computer Graphics; Computer Systems; Database Management Systems; Databases, Factual; Earth (Planet); Geographic Information Systems; Image Enhancement; Image Interpretation, Computer-Assisted; Information Storage and Retrieval; Numerical Analysis, Computer-Assisted; Online Systems; User-Computer Interface;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2005.65
Filename :
1432682
Link To Document :
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