6 research outputs found

    Cached Geometry Manager for View-dependent LOD Rendering

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    The new generation of commodity graphics cards with significant on-board video memory has become widely popular and provides high-performance rendering and flexibility. One of the features to be exploited with this hardware is the use of the on-board video memory to store geometry information. This strategy significantly reduces the data transfer overhead from sending geometry data over the (AGP) bus interface from main memory to the graphics card. However, taking advantage of cached geometry is not a trivial task because the data models often exceed the memory size of the graphics card. In this paper we present a dynamic Cached Geometry Manager (CGM) to address this issue. We show how this technique improves the performance of real-time view-dependent level-of-detail (LOD) selection and rendering algorithms of large data sets. Alternative caching approaches have been analyzed over two different view-dependent progressive mesh (VDPM) frameworks: one for rendering of arbitrary manifold 3D meshes, and one for terrain visualization

    Hierarchical representation and coding of surfaces using 3-D polygon meshes

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    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Multiresolution models for topographic surface description

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    Multiresolution terrain models describe a topographic surface at various levels of resolution. Besides providing a data compression mechanism for dense topographic data, such models enable us to analyze and visualize surfaces at a variable resolution. This paper provides a critical survey of multiresolution terrain models. Formal definitions of hierarchical and pyramidal models are presented. Multiresolution models proposed in the literature (namely, surface quadtree, restricted quadtree, quaternary triangulation, ternary triangulation, adaptive hierarchical triangulation, hierarchical Delaunay triangulation, and Delaunay pyramid) are described and discussed within such frameworks. Construction algorithms for all such models are given, together with an analysis of their time and space complexities

    Multiresolution Models for Topographic Surface Description

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    Multiresolution terrain models describe a topographic surface at different levels of resolution. Besides providing a data compression mechanism for dense topographic data, such models permit to analyze and visualize surfaces at variable resolution. This paper provides a critical survey of multiresolution terrain models. A formal definition of hierarchical and pyramidal model is presented, and multiresolution models proposed in the literature (namely, surface quadtree, restricted quadtree, quaternary triangulation, ternary triangulation, adaptive hierarchical triangulation, hierarchical Delaunay triangulation and Delaunay pyramid) are described and discussed within such framework. Construction algorithms for all such models are given together with an analysis of their time and spatial complexities

    Multiresolution models for topographic surface description

    No full text
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