Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Compressing polygon mesh geometry with parallelogram prediction
Proceedings of the conference on Visualization '02
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
A real-time terrain visualization algorithm using wavelet-based compression
The Visual Computer: International Journal of Computer Graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Binary Codes for Non-Uniform Sources
DCC '05 Proceedings of the Data Compression Conference
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Hardware-compatible vertex compression using quantization and simplification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
A GPU persistent grid mapping for terrain rendering
The Visual Computer: International Journal of Computer Graphics
Rendering procedural terrain by geometry image warping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Compressed random-access trees for spatially coherent data
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Floating-point data compression at 75 Gb/s on a GPU
Proceedings of the Fourth Workshop on General Purpose Processing on Graphics Processing Units
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Interactive Editing of GigaSample Terrain Fields
Computer Graphics Forum
Variable bit rate GPU texture decompression
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
GPU algorithms for diamond-based multiresolution terrain processing
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
HFPaC: GPU friendly height field parallel compression
Geoinformatica
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We present a streaming geometry compression codec for multiresolution, uniformly-gridded, triangular terrain patches that supports very fast decompression. Our method is based on linear prediction and residual coding for lossless compression of the full-resolution data. As simplified patches on coarser levels in the hierarchy already incur some data loss, we optionally allow further quantization for more lossy compression. The quantization levels are adaptive on a per-patch basis, while still permitting seamless, adaptive tessellations of the terrain. Our geometry compression on such a hierarchy achieves compression ratios of 3:1 to 12:1. Our scheme is not only suitable for fast decompression on the CPU, but also for parallel decoding on the GPU with peak throughput over 2 billion triangles per second. Each terrain patch is independently decompressed on the fly from a variable-rate bitstream by a GPU geometry program with no branches or conditionals. Thus we can store the geometry compressed on the GPU, reducing storage and bandwidth requirements throughout the system. In our rendering approach, only compressed bitstreams and the decoded height values in the view-dependent "cut" are explicitly stored on the GPU. Normal vectors are computed in a streaming fashion, and remaining geometry and texture coordinates, as well as mesh connectivity, are shared and re-used for all patches. We demonstrate and evaluate our algorithms on a small prototype system in which all compressed geometry fits in the GPU memory and decompression occurs on the fly every rendering frame without any cache maintenance.