Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
SIGGRAPH '95 Proceedings of the 22nd 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
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
Dynamic view-dependent simplification for polygonal models
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
Surface simplification using quadric error metrics
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
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
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
Progressive compressive and transmission of arbitrary triangular meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th 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
QuadTIN: quadtree based triangulated irregular networks
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
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Variable Resolution Terrain Surfaces
Proceedings of the 8th Canadian Conference on Computational Geometry
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Understanding the Linux Virtual Memory Manager
Understanding the Linux Virtual Memory Manager
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Adaptive Extraction of Time-Varying Isosurfaces
IEEE Transactions on Visualization and Computer Graphics
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
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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
Efficiency of RINGO algorithm for large terrain rendering
ICCOMP'07 Proceedings of the 11th WSEAS International Conference on Computers
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
A view-dependent method for the multi-resolution representation of terrains with roads embedded
International Journal of Remote Sensing
Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems
Adaptive quasi-interpolating quartic splines
Computing - Geometric Modelling, Dagstuhl 2008
NDVI-based vegetation rendering
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
3D Research
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Journal of Computer Science and Technology - Special issue on Natural Language Processing
Interactive rendering of massive terrains on PC clusters
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Terrain rendering using spherical clipmaps
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Topographic map visualization from adaptively compressed textures
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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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.