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

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

October 2003

Abstract

This paper describes an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptive Meshes (P-BDAM), is based on BDAM structure. Data is partitioned into a set of BDAM tiles, each of them constituted by a pair of geometry bintrees of small triangular patches and an associated texture quadtree. Each triangular patch is 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.

Reference and download information

Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM). In Proceedings IEEE Visualization. Pages 147-155. IEEE Computer Society Press, October 2003.

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Bibtex citation record

@InProceedings{Cignoni:2003:PBD,
    author = {Paolo Cignoni and Fabio Ganovelli and Enrico Gobbetti and Fabio Marton and Federico Ponchio and Roberto Scopigno},
    title = {Planet--Sized Batched Dynamic Adaptive Meshes (P-BDAM)},
    booktitle = {Proceedings IEEE Visualization},
    pages = {147--155},
    publisher = {IEEE Computer Society Press},
    address = {Conference held in Seattle, WA, USA},
    month = {October},
    year = {2003},
    abstract = { This paper describes an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptive Meshes (P-BDAM), is based on BDAM structure. Data is partitioned into a set of BDAM tiles, each of them constituted by a pair of geometry bintrees of small triangular patches and an associated texture quadtree. Each triangular patch is 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. },
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Cignoni:2003:PBD'},
}