thumbnail

Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering

Renato Pajarola and Enrico Gobbetti

2007

Abstract

Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multi-resolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.

Reference and download information

Renato Pajarola and Enrico Gobbetti. Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering. The Visual Computer, 23(8): 583-605, 2007.

Related multimedia productions

Bibtex citation record

@Article{Pajarola:2007:SSR,
    author = {Renato Pajarola and Enrico Gobbetti},
    title = {Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering},
    journal = {The Visual Computer},
    volume = {23},
    number = {8},
    pages = {583--605},
    year = {2007},
    abstract = { Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multi-resolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy. },
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Pajarola:2007:SSR'},
}