Nothing Special   »   [go: up one dir, main page]

skip to main content
article

An efficient simplification and real-time rendering algorithm for large-scale terrain

Published: 01 July 2010 Publication History

Abstract

Aiming at simplifying and real-time rendering of large-scale terrain, the whole terrain is first divided into terrain blocks, and for each block, feature points are picked out to generate a Triangulated Irregular Network (TIN) model. Then, the hierarchical multi-resolution model of the terrain is created in a bottom-to-up mode. Cracks between terrain blocks can be easily remedied by boundary sharing. At run-time, whether a terrain block is to be rendered or not depends both on its isotropic error metric and the result of view frustum culling. Experimental results show that the proposed algorithm performs efficiently.

References

[1]
Blow, J. (2000) 'Terrain rendering at high levels of detail', Game Developer's Conference, San Jose, California, USA, March, pp.1-6.
[2]
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F. and Scopigno, R. (2003) 'BDAM-batched dynamic adaptive meshes for high performance terrain visualization', Computer Graphics Forum, Vol. 22, No. 3, pp.505-514.
[3]
Duchaineau, M., Wolinsky, M., Sigeti, D., Miller, M., Aldrich, C. and Mineev-weinstein, M. (1997) 'ROAMing terrain: real-time optimally adapting meshes', Proceedings IEEE Visualization '97, October, IEEE, pp.81-88.
[4]
Dwyer, R.A. (1987) 'Faster divide-and-conquer algorithm for constructing Delaunay triangulations', Algorithmica, Vol. 2, pp.137-151.
[5]
Fowler, R.J. and Little, J.J. (1979) 'Automatic extraction of irregular network digital terrain models', Proceedings of the 6th Annual Conference on Computer Graphics and Interactive Techniques, Chicago, Illinois, United States, August, pp.199-207.
[6]
Garland, M. and Heckbert, P. (1995) Fast Polygonal Approximation of Terrains and Height Fields, Technical Report CMU-CS-95-181, School of Computer Science, Carnegie Mellon University, Pittsburg, PA.
[7]
Hoppe, H. (1997) 'View-dependent refinement of progressive meshes', Proceedings of the ACM Conference SIGGRAPH'97, Computer Graphics Annual Conference Series, ACM, August, Los Angeles, CA, pp.189-198.
[8]
Hoppe, H. (1998) 'Smooth view-dependent level-of-detail control and its application to terrain rendering', Proceedings of the Conference on Visualization'98, Research Triangle Park, North Carolina, United States, October, pp.35-42.
[9]
Hwa, L.M., Duchaineau, M.A. and Joy, K.I. (2004) 'Adaptive 4-8 texture hierarchies', Proceedings of IEEE Visualization 2004, Austin, Texas, October, pp.219-226.
[10]
Kamat, V.R and Martinez, J.C. (2005) 'Large-scale dynamic terrain in three-dimensional construction process visualizations', Journal of Computing in Civil Engineering, Vol. 19, No. 2, pp.160-171.
[11]
Larsen, B.D. and Christensen, N.J. (2003) 'Real-time terrain rendering using smooth hardware optimized level of detail', Journal of WSCG, Vol. 11, No. 2, pp.282-289.
[12]
Levenberg, J. (2002) 'Fast view-dependent level-of-detail rendering using cached geometry', IEEE Visualization, pp.259-266.
[13]
Lindstrom, P. and Pascucci, V. (2001) 'Visualization of large terrains made easy', Proc. IEEE Visualization 01, October, San Diego, California, pp.363-370.
[14]
Lindstrom, P. and Pascucci, V. (2002) 'Terrain simplification simplified: a general framework for view-dependent out-of-core visualization', IEEE Trans. on Visualization and Computer Graphics, Vol. 8, No. 3, pp.239-254.
[15]
Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L.F., Faust, N. and Turner, G. (1996) 'Real-time, continuous level of detail rendering of height fields', Proceedings of SIGGRAPH'96, New York, USA, 4-9 August, pp.109-118.
[16]
Peucker, T.K., Fowler, R.J. and Little, J.J. (1978) 'The triangulated irregular network', Proc. ASP-ACSM Symposium on DTM's, St. Louis, Mo., American, May, pp.516-540.
[17]
Pomeranz A.A. (2000) ROAM using Surface Triangle Cluster (RUSTiC), Master's Thesis, Center for Image Processing and Integrated Computing, University of California, Davis.
[18]
Rottger, S., Heidrich, W., Slusallek, P. and Seidel, H.P. (1998) 'Real-time generation of continuous levels of detail for height fields', in Skala, V. (Ed.): Winter School in Computer Graphics (WSCG'98), Science Press, Plzen, pp.315-322.
[19]
Sumengen, S. and Balcisoy, S. (2005) 'Real-time simulation of autonomous vehicles on planet-sized continuous LOD terrains', WSCG'2005, Plzen Czech Republic.
[20]
Thomas, L. and Steen, L.N. (2005) Rendering Very Large, Very Detailed Terrains, Technical Report, Denmark, http://www. terrain/terrain.pdf
[21]
Ulrich, T. (2002) 'Rendering massive terrains using chunked level of detail control', Proceedings of SIGGRAPH2002, Vol. Course 35, ACM Press, San Antonio, Texas USA, http://tulrich.com/geekstuff/sig-notes.pdf
[22]
William, E., David, K. and Gregg, T. (2001) 'Right triangulated irregular networks', Algorithmica, Vol. 30, No. 2, March, pp.264-286.

Cited By

View all
  • (2018)Dynamic generating algorithm on path selection and optimisation in travel planningInternational Journal of Computer Applications in Technology10.1504/IJCAT.2013.05691648:3(203-211)Online publication date: 28-Dec-2018
  • (2018)Modelling and optimisation on bus transport system with graph theory and complex networkInternational Journal of Computer Applications in Technology10.1504/IJCAT.2013.05556948:1(83-92)Online publication date: 28-Dec-2018
  • (2018)Mobile robot navigationInternational Journal of Computer Applications in Technology10.1504/IJCAT.2012.05011844:4(303-311)Online publication date: 28-Dec-2018
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image International Journal of Computer Applications in Technology
International Journal of Computer Applications in Technology  Volume 38, Issue 1/2/3
July 2010
234 pages
ISSN:0952-8091
EISSN:1741-5047
Issue’s Table of Contents

Publisher

Inderscience Publishers

Geneva 15, Switzerland

Publication History

Published: 01 July 2010

Author Tags

  1. 3D terrain
  2. TIN
  3. boundary sharing
  4. feature points
  5. large-scale terrain
  6. multi-resolution
  7. quad-trees
  8. real-time rendering
  9. terrain blocks
  10. triangulated irregular network

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 17 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2018)Dynamic generating algorithm on path selection and optimisation in travel planningInternational Journal of Computer Applications in Technology10.1504/IJCAT.2013.05691648:3(203-211)Online publication date: 28-Dec-2018
  • (2018)Modelling and optimisation on bus transport system with graph theory and complex networkInternational Journal of Computer Applications in Technology10.1504/IJCAT.2013.05556948:1(83-92)Online publication date: 28-Dec-2018
  • (2018)Mobile robot navigationInternational Journal of Computer Applications in Technology10.1504/IJCAT.2012.05011844:4(303-311)Online publication date: 28-Dec-2018
  • (2018)GPU-parallel interpolation using the edge-direction based normal vector method for terrain triangular meshJournal of Real-Time Image Processing10.1007/s11554-016-0575-114:4(813-822)Online publication date: 1-Apr-2018

View Options

View options

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media