Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
Cyclic interlaced quadtree algorithms for quincunx multiresolution
Journal of Algorithms
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Adaptive Projection Operators in Multiresolution Scientific Visualization
IEEE Transactions on Visualization and Computer Graphics
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
CGI '05 Proceedings of the Computer Graphics International 2005
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems
Seamless patches for GPU-based terrain rendering
The Visual Computer: International Journal of Computer Graphics
Supercubes: A High-Level Primitive for Diamond Hierarchies
IEEE Transactions on Visualization and Computer Graphics
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Scalable parallel out-of-core terrain rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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We present parallel algorithms for processing, extracting and rendering adaptively sampled regular terrain datasets represented as a multiresolution model defined by a super-square-based diamond hierarchy. This model represents a terrain as a nested triangle mesh generated through a series of longest edge bisections and encoded in an implicit hierarchical structure, which clusters triangles into diamonds and diamonds into super-squares. We decompose the problem into three parallel algorithms for performing: generation of the diamond hierarchy from a regularly distributed terrain dataset, selective refinement on the diamond hierarchy and generation of the corresponding crack-free triangle mesh for processing and rendering. We avoid the data transfer bottleneck common to previous approaches by processing all data entirely on the GPU. We demonstrate that this parallel approach can be successfully applied to interactive terrain visualization with a high tessellation quality on commodity GPUs.