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Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms

机译:在商品图形平台上交互式超大景观可视化的可视化

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摘要

We recently introduced an efficient technique for out-of-core rendering and management of large textured landscapes. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These small patches are TINs that are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependendent texture/geometry refinement is performed at each frame with a stateless traversal algorithm that renders a continuous adaptive terrain surface by assembling out of core data. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. This paper summarizes the method and discusses the results obtained in a virtual flythrough over a textured digital landscape derived from aerial imaging.
机译:我们最近引入了一种有效的技术,用于大型纹理风景的核心外渲染和管理。该技术称为成批的动态自适应网格(BDAM),它基于成对的树结构:用于纹理数据的平铺四叉树和用于几何结构的一对小三角形补丁的二叉树。这些小补丁是通过高质量简化和三重剥离算法离线构建和优化的TIN。使用无状态遍历算法在每个帧上执行层次视图视锥筛选和与视图相关的纹理/几何图形细化,该无状态遍历算法通过组装核心数据来呈现连续的自适应地形表面。由于采用了批处理的CPU / GPU通信模型,因此所提出的技术不占用大量处理器,并且可以充分利用当前图形硬件的功能。本文总结了该方法,并讨论了在从航空影像获得的带纹理的数字景观上的虚拟飞越中获得的结果。

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