Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)

  • Authors:
  • Paolo Cignoni;Fabio Ganovelli;Enrico Gobbetti;Fabio Marton;Federico Ponchio;Roberto Scopigno

  • Affiliations:
  • ISTI - CNR;ISTI - CNR;CRS4;CRS4;ISTI - CNR;ISTI - CNR

  • Venue:
  • Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
  • Year:
  • 2003

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Abstract

We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptive Meshes (P-BDAM), extends the BDAM approach by using as basic primitive a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network.