Data di Pubblicazione:
2003
Abstract:
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.
Tipologia CRIS:
04.01 Contributo in Atti di convegno
Keywords:
Computer Graphics
Elenco autori:
Cignoni, Paolo; Ganovelli, Fabio; Ponchio, Federico; Scopigno, Roberto
Link alla scheda completa:
Titolo del libro:
Proceedings of Annual Conference of Eurographics - Italian Chapter