Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
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
The art of computer programming, volume 3: (2nd ed.) sorting and searching
The art of computer programming, volume 3: (2nd ed.) sorting and searching
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Real-time rendering
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Using semi-regular 4-8 meshes for subdivision surfaces
Journal of Graphics Tools
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
XFastMesh: fast view-dependent meshing from external memory
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
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Automatic generation of triangular irregular networks using greedy cuts
VIS '95 Proceedings of the 6th conference on Visualization '95
Right Triangular Irregular Networks
Right Triangular Irregular Networks
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Adviser: Immersive Field Work for Planetary Geoscientists
IEEE Computer Graphics and Applications
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
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
A New Seamless Multi-resolution Simplification Method for the Terrain Model
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG)
Diamond hierarchies of arbitrary dimension
SGP '09 Proceedings of the Symposium on Geometry Processing
GPU-accelerated hierarchical dense correspondence for real-time aerial video processing
WMVC'09 Proceedings of the 2009 international conference on Motion and video computing
A system for real-time deformable terrain
Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment
Journal of Computer Science and Technology - Special issue on Natural Language Processing
Scalable parallel out-of-core terrain rendering
EG PGV'10 Proceedings of the 10th 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
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The real-time display of huge geometry and imagery databases involves view-dependent approximations, typically through the use of precomputed hierarchies that are selectively refined at runtime. A classic motivating problem is terrain visualization in which planetary databases involving billions of elevation and color values are displayed on PC graphics hardware at high frame rates. This paper introduces a new diamond data structure for the basic selective-refinement processing, which is a streamlined method of representing the well-known hierarchies of right triangles that have enjoyed much success in real-time, view-dependent terrain display. Regular-grid tiles are proposed as the payload data per diamond for both geometry and texture. The use of 4-8 grid refinement and coarsening schemes allows level-of-detail transitions that are twice as gradual as traditional quadtree-based hierarchies, as well as very high-quality low-pass filtering compared to subsampling-based hierarchies. An out-of-core storage organization is introduced based on Sierpinski indices per diamond, along with a tile preprocessing framework based on fine-to-coarse, same-level, and coarse-to-fine gathering operations. To attain optimal frame-to-frame coherence and processing-order priorities, dual split and merge queues are developed similar to the Realtime Optimally Adapting Meshes (ROAM) Algorithm, as well as an adaptation of the ROAM frustum culling technique. Example applications of lake-detection and procedural terrain generation demonstrate the flexibility of the tile processing framework.