dc.contributor.author | Cignoni, P. | en_US |
dc.contributor.author | Ganovelli, F. | en_US |
dc.contributor.author | Gobbetti, E. | en_US |
dc.contributor.author | Marton, F. | en_US |
dc.contributor.author | Ponchio, F. | en_US |
dc.contributor.author | Scopigno, R. | en_US |
dc.date.accessioned | 2015-02-16T08:01:16Z | |
dc.date.available | 2015-02-16T08:01:16Z | |
dc.date.issued | 2003 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/1467-8659.00698 | en_US |
dc.description.abstract | This paper describes an efficient technique for out-of-core rendering and management of large textured terrainsurfaces. 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 smallpatches are TINs and are constructed and optimized off-line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performedat 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 terraindatasets.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. | en_US |
dc.publisher | Blackwell Publishers, Inc and the Eurographics Association | en_US |
dc.title | BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 22 | en_US |
dc.description.number | 3 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00698 | en_US |
dc.identifier.pages | 505-514 | en_US |