IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st 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
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th 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
Visualization of height field data with physical models and texture photomapping
VIS '97 Proceedings of the 8th conference on Visualization '97
Visualization of large terrains in resource-limited computing environments
VIS '97 Proceedings of the 8th conference on Visualization '97
I/O optimal isosurface extraction (extended abstract)
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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Intent, perception, and out-of-core visualization applied to terrain
Proceedings of the conference on Visualization '98
Parallel accelerated isocontouring for out-of-core visualization
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
On showing lower bounds for external-memory computational geometry problems
External memory algorithms
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
External memory algorithms and data structures: dealing with massive data
ACM Computing Surveys (CSUR)
Global static indexing for real-time exploration of very large regular grids
Proceedings of the 2001 ACM/IEEE conference on Supercomputing
TerraVision II: Visualizing Massive Terrain Databases in VRML
IEEE Computer Graphics and Applications
Fast Multiresolution Surface Meshing
VIS '95 Proceedings of the 6th conference on Visualization '95
Interactive 3D visualization of vector data in GIS
Proceedings of the 10th ACM international symposium on Advances in geographic information systems
Time-critical rendering of discrete and continuous levels of detail
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
QuadTIN: quadtree based triangulated irregular networks
Proceedings of the conference on Visualization '02
Interactive view-dependent rendering of large isosurfaces
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
Mesh optimization using global error with application to geometry simplification
Graphical Models - Special issue: Processing on large polygonal meshes
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Database support for multiresolution terrain visualization
ADC '03 Proceedings of the 14th Australasian database conference - Volume 17
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
Direct Mesh: a Multiresolution Approach to Terrain Visualization
ICDE '04 Proceedings of the 20th International Conference on Data Engineering
Adaptive Extraction of Time-Varying Isosurfaces
IEEE Transactions on Visualization and Computer Graphics
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Live Range Visibility Constraints for Adaptive Terrain Visualization
VIS '04 Proceedings of the conference on Visualization '04
SHIC: A View-Dependent Rendering Framework for Isosurfaces
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
IEEE Transactions on Visualization and Computer Graphics
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
Real-Time Refinement and Simplification of Adaptive Triangular Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Cloth animation with adaptively refined meshes
ACSC '05 Proceedings of the Twenty-eighth Australasian conference on Computer Science - Volume 38
Adaptive streaming and rendering of large terrains using strip masks
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
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
Presence: Teleoperators and Virtual Environments
Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail
Presence: Teleoperators and Virtual Environments
Level of detail for terrain geometry images
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Efficiency of RINGO algorithm for large terrain rendering
ICCOMP'07 Proceedings of the 11th WSEAS International Conference on Computers
RINGO: block based algorithm for large terrain rendering
ISCGAV'06 Proceedings of the 6th WSEAS International Conference on Signal Processing, Computational Geometry & Artificial Vision
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Lepp-bisection algorithms, applications and mathematical properties
Applied Numerical Mathematics
Dynamic hybrid terrain representation based on convexity limits identification
International Journal of Geographical Information Science
Bounds on the Geometric Mean of Arc Lengths for Bounded-Degree Planar Graphs
FAW '09 Proceedings of the 3d International Workshop on Frontiers in Algorithmics
3D visualization of complex surfaces using dynamic delaunay tessellation
ICCS'03 Proceedings of the 2003 international conference on Computational science
Real-time visualization of tire tracks in dynamic terrain with LOD
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
An efficient simplification and real-time rendering algorithm for large-scale terrain
International Journal of Computer Applications in Technology
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Data management for SSDs for large-scale interactive graphics applications
I3D '11 Symposium on Interactive 3D Graphics and Games
Dynamic hierarchical triangulation of a clustered data stream
Computers & Geosciences
Terramechanics based terrain deformation for real-time off-road vehicle simulation
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
3D-city modeling: a semi-automatic framework for integrating different terrain models
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Perception-Guided simplification for real time navigation of very large-scale terrain environments
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Exploiting frame-to-frame coherence for rendering terrain using continuous LOD
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Real-time GPU-based simulation of dynamic terrain
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Dynamic terrain LOD with region preservation in 3d game engine
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Practical algorithm for unlimited scale terrain rendering
CSCC'11 Proceedings of the 2nd international conference on Circuits, Systems, Communications & Computers
Massive data pre-processing with a cluster based approach
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
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We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increasingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have been designed with the primary goal of simplicity and efficiency of implementation. Our approach to managing large terrain data also departs from more conventional strategies based on data tiling. Rather than emphasizing how to segment and efficiently bring data in and out of memory, we focus on the manner in which the data is laid out to achieve good memory coherency for data accesses made in a top-down (coarse-to-fine) refinement of the terrain. We present and compare the results of using several different data indexing schemes, and propose a simple to compute index that yields substantial improvements in locality and speed over more commonly used data layouts.Our second contribution is a new and simple, yet easy to generalize method for view-dependent refinement. Similar to several published methods in this area, we use longest edge bisection in a top-down traversal of the mesh hierarchy to produce a continuous surface with subdivision connectivity. In tandem with the refinement, we perform view frustum culling and triangle stripping. These three components are done together in a single pass over the mesh. We show how this framework supports virtually any error metric, while still being highly memory and compute efficient.