Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
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
On levels of detail in terrains
Proceedings of the eleventh annual symposium on Computational geometry
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
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 large terrains in resource-limited computing environments
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
Efficient implementation of multi-triangulations
Proceedings of the conference on Visualization '98
Intent, perception, and out-of-core visualization applied to terrain
Proceedings of the conference on Visualization '98
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
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
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
Fast texture synthesis on arbitrary meshes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
A Multi-resolution Data Structure for Two-dimensional Morse-Smale Functions
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Prefetching in Visual Simulation
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Continuous level-of-detail modeling of buildings in 3D city models
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Real-time visualization of large textured terrains
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive 3D terrain exploration and visualization
Proceedings of the 43rd annual Southeast regional conference - Volume 2
ACM SIGGRAPH 2006 Sketches
Proceedings of the ACM symposium on Virtual reality software and technology
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Visualization of large spatial data in networking environments
Computers & Geosciences
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
Topological Landscapes: A Terrain Metaphor for Scientific Data
IEEE Transactions on Visualization and Computer Graphics
Technical Section: A simple and flexible framework to adapt dynamic meshes
Computers and Graphics
A view-dependent method for the multi-resolution representation of terrains with roads embedded
International Journal of Remote Sensing
ICCSA '08 Proceedings of the international conference on Computational Science and Its Applications, Part II
Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems
Modeling and Visualization Approaches for Time-Varying Volumetric Data
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing, Part II
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Dynamic hybrid terrain representation based on convexity limits identification
International Journal of Geographical Information Science
Constructing multi-resolution triangulated irregular network model for visualization
Computers & Geosciences
Adaptive quasi-interpolating quartic splines
Computing - Geometric Modelling, Dagstuhl 2008
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Diamond hierarchies of arbitrary dimension
SGP '09 Proceedings of the Symposium on Geometry Processing
An efficient algorithm for real-time 3D terrain walkthrough
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Optimization of quadtree triangulation for terrain models
ACIVS'07 Proceedings of the 9th international conference on Advanced concepts for intelligent vision systems
A GPU framework for the visualization and on-the-fly amplification of real terrains
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Research on shared resource management of integrated avionics processing system
IITA'09 Proceedings of the 3rd international conference on Intelligent information technology application
An efficient simplification and real-time rendering algorithm for large-scale terrain
International Journal of Computer Applications in Technology
A new method for quadtree triangulation
ACMOS'07 Proceedings of the 9th WSEAS international conference on Automatic control, modelling and simulation
Alternation of levels-of-detail construction and occlusion culling for terrain rendering
CIS'04 Proceedings of the First international conference on Computational and Information Science
Geometry compression method for terrain rendering with GPU-based error metric
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Per-pixel rendering of terrain data
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part III
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Example-based realistic terrain generation
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
A seamless visualizaton model of the global terrain based on the QTM
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Fast reconstruction of 3d terrain model from contour lines on 2d maps
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
Practical algorithm for unlimited scale terrain rendering
CSCC'11 Proceedings of the 2nd international conference on Circuits, Systems, Communications & Computers
Journal of Computer Science and Technology - Special issue on Natural Language Processing
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Knowledge-based out-of-core algorithms for data management in visualization
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
A scalable cluster-based parallel simplification framework for height fields
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
GPU algorithms for diamond-based multiresolution terrain processing
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Topology exploration with hierarchical landscapes
Proceedings of the Workshop at SIGGRAPH Asia
A Unified Information Framework for Building A Common Vision in Sustainable City Development
International Journal of 3-D Information Modeling
A Unified Information Framework for Building A Common Vision in Sustainable City Development
International Journal of 3-D Information Modeling
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This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh and a simple scheme for organizing the terrain data to improve coherence and reduce the number of paging events from external storage to main memory. Similar to several previously proposed methods for view-dependent refinement, we recursively subdivide a triangle mesh defined over regularly gridded data using longest-edge bisection. As part of this single, per-frame refinement pass, we perform triangle stripping, view frustum culling, and smooth blending of geometry using geomorphing. Meanwhile, our refinement framework supports a large class of error metrics, is highly competitive in terms of rendering performance, and is surprisingly simple to implement. Independent of our refinement algorithm, we also describe several data layout techniques for providing coherent access to the terrain data. By reordering the data in a manner that is more consistent with our recursive access pattern, we show that visualization of gigabyte-size data sets can be realized even on low-end, commodity PCs without the need for complicated and explicit data paging techniques. Rather, by virtue of dramatic improvements in multilevel cache coherence, we rely on the built-in paging mechanisms of the operating system to perform this task. The end result is a straightforward, simple-to-implement, pointerless indexing scheme that dramatically improves the data locality and paging performance over conventional matrix-based layouts.