Cignoni P., Ganovelli F., Gobbetti E., Marton F., Ponchio F., Scopigno R.
Computer Graphics
This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. 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 and are constructed and optimized off-line with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performed at each frame through a stateless traversal algorithm. datasets.
Source: Second Annual Conference of Eurographics - Italian Chapter, Milano, 25-26 settembre 2003
@inproceedings{oai:it.cnr:prodotti:91140, title = {Batching meshes for high performance terrain visualization}, author = {Cignoni P. and Ganovelli F. and Gobbetti E. and Marton F. and Ponchio F. and Scopigno R.}, booktitle = {Second Annual Conference of Eurographics - Italian Chapter, Milano, 25-26 settembre 2003}, year = {2003} }