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Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies

机译:针对行星几何和纹理的实时最佳自适应:4-8个瓷砖层次

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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.
机译:巨大的几何和图像数据库的实时显示通常依赖于视图相关的近似值,通常是通过使用在运行时有选择地改进的预先计算的层次结构来实现的。一个典型的激励问题是地形可视化,其中涉及数十亿个仰角和颜色值的行星数据库以高帧频显示在PC图形硬件上。本文介绍了一种用于基本选择性优化处理的新钻石数据结构,这是一种简化的方法来表示直角三角形的已知层次结构,这些直角层次结构在实时的,与视图相关的地形显示中非常成功。提出了规则网格图块,作为每颗钻石的几何形状和纹理的有效载荷数据。与基于子采样的层次结构相比,使用4-8网格细化和粗化方案可以实现细节级别的过渡,过渡程度是传统的基于四叉树的层次结构的两倍,并且具有非常高品质的低通滤波。引入了基于每个钻石的Sierpinski索引的核心外存储组织,以及基于精细到粗略,相同级别以及从粗糙到精细的收集操作的图块预处理框架。为了获得最佳的帧到帧一致性和处理顺序优先级,类似于实时最佳自适应网格(ROAM)算法以及对ROAM截锥体剔除技术的改进,开发了双重拆分和合并队列。湖泊检测和程序性地形生成的示例应用证明了图块处理框架的灵活性。

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