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

Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno

November 2003

Abstract

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-dependent 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 fly-through over a textured digital landscape derived from aerial imaging.

Reference and download information

Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms. In Olivier Balet, Gérard Subsol, and Patrice Torguet, editors, International Conference on Virtual Storytelling. Volume 2897 of Lecture Notes in Computer Science. Pages 21-29, Springer Verlag, New York, NY, USA, November 2003. Proc. Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings.

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Bibtex citation record

@InCollection{Cignoni:2003:IOV,
    author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno},
    editor = {Olivier Balet and G{\'e}rard Subsol and Patrice Torguet},
    title = {Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms},
    booktitle = {International Conference on Virtual Storytelling},
    series = {Lecture Notes in Computer Science},
    volume = {2897},
    pages = {21--29},
    publisher = {Springer Verlag},
    address = {New York, NY, USA},
    month = {November},
    year = {2003},
    isbn = {3-540-20535-7},
    abstract = { 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-dependent 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 fly-through over a textured digital landscape derived from aerial imaging. },
    note = {Proc. Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings},
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Cignoni:2003:IOV'},
}