26 research outputs found

    Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)

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    This paper describes an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic adaptive meshes (P-BDAM), extends the BDAM approach by using as basic primitive a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network.147-15

    Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms

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    We recently introduced an efficient technique for out-of-core rendering and management of large textured landscapes. 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 that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependendent texture/geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. This paper summarizes the method and discusses the results obtained in a virtual flythrough over a textured digital landscape derived from aerial imaging.21-2

    Terrain LoD Algorithm Implementation

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    Tato práce pojednává o implementaci algoritmu pro LoD vizualizaci terénu Seamless Patches for GPU-Based Terrain Rendering jako rozšíření knihovny Coin3D. Prezentuje postupy, za pomoci kterých tento algoritmus zobrazuje rozsáhlé terénní datasety. Celý terén je složen z plátů, které jsou uloženy v hierarchické struktuře. Hierarchie plátů je pak za běhu programu procházena jsou z ní generovány aktivní pláty na základě pozice pozorovatele. Každý plát se skládá z předem definovaných dlaždic a spojovacích pruhů, takže nemusí udžovat žádnou konkrétní geometrii. Během vykreslování dlaždic a pruhů je aplikován displacement shader. Práce zhodnocuje výsledky dosažené implementací a navrhuje další úpravy, kterými by se dal běh algoritmu dále vylepšit.This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.

    Rendering process of digital terrain model on mobile devices

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    Digital Terrain Model has been used in many applications especially in Geographical Information System. However with the recent improvement in mobile devices that can support 3 Dimension (3D) content, rendering 3D based terrain on mobile devices is possible. Although mobile devices have improved its capabilities, rendering 3D terrain is tedious due to the constraint in resources of mobile devices. Furthermore, rendering DTM add more constraint and issues to the mobile devices. This paper focuses on the rendering process of DTM on mobile devices to observe some issues and current constraints occurred. Also to determine the characteristic of terrain properties that will affect the rendering performance. Experiments were performed using five datasets that derived from aerial images. The experimental results are based on speed of rendering and the appearance of the terrain surface. From these results, issues and problems that are highlighted in this paper will be the focus of future research

    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

    Real-time tessellation of terrain on graphics hardware

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    Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU. The presented algorithm introduces a new adaptive tessellation scheme for managing the level of detail of the terrain mesh, avoiding the appearance of t-vertices that can produce visually disturbing artifacts. Previous solutions exploited the geometry shader's capabilities to tessellate meshes from scratch. In contrast, we reuse the already calculated data to minimize the operations performed in the shader units. This feature allows us to increase performance through smart refining and coarsening. Finally, we also propose a framework to manage large DEMs as height maps.This work has been supported by the Spanish Ministry of Science and Technology (projects TIN2009-14103-C03-03, TSI-020400-2009-0133 and TIN2010-21089-C03-03), by the Generalitat Valenciana (project PROMETEO/2010/028), by Bancaja (project P1 1B2010-08) and by ITEA2 (project IP08009

    The grounded heightmap tree: A new data structure for terrain representation

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    Terrain modeling is a fast growing field with many applications such as computer graphics, resource management, Earth and environmental sciences, civil and military engineering, surveying and photogrammetry and games programming. One of the most widely used terrain model is the Digital Elevation Model (DEM). A DEM is a simple regularly spaced grid of elevation points that represent the continuous variation of relief over space. DEMs require simple storage and are compatible with satellite data. However, they do not easily account for overhangs. In this work we report on the Grounded Heightmap Tree, a new data structure for terrain representation built as a generalization of the DEM. The new data structure allows to naturally represent terrain overhangs. We illustrate the performance of the Grounded Heightmap Tree when applied to represent terrains that undergo big changes.Postprint (published version

    Modern Algorithms for Real-Time Terrain Visualization on Commodity Hardware

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