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Terrain Level Of Detail

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Screenshot of the Grand Canyon with debug view using the Digital Dawn ... Easy view culling and collision detection. TINs. Triangulated Irregular Networks. ... – PowerPoint PPT presentation

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Title: Terrain Level Of Detail


1
Terrain Level Of Detail
  • Hyunseok Oh
  • 2007.3.30

2
Contents
  • Terrain LOD
  • Background
  • History
  • Applications
  • Data sizes
  • Important Concepts
  • Regular grids vs TINs
  • Quadtrees vs Bintrees
  • Crack,T-Junctions
  • Out-of-core paging
  • Related Works
  • ROAM
  • Research Plans

3
Terrain LOD
  • LOD
  • Terrain LOD
  • General LOD vs Terrain LOD
  • Easier
  • Constrained geometry (generally).
  • More specialized and simpler algorithms.
  • Harder
  • Continuous and large models.
  • Simultaneously very close and far away.
  • Necessitates view-dependent LOD.
  • Out-of-core.

4
Terrain LOD Example
Screenshot of the Grand Canyon with debug view
using the Digital Dawn Toolkit.
5
Background
  • History
  • Sustained RD since the 1970s.
  • The first system to use LOD Flight simulators.
  • Applications
  • Visual tourism travel planning.
  • Education geographical general reference.
  • Planning land panning/land usage, urban
    planning.
  • Terrain-based computer games.
  • Geographic Information Systems (GIS).
  • Military mission planning applications.

6
Large Terrain Databases
  • USGS GTOPO30
  • 30 arc-second (1 km) resolution elevation.
  • 43,200 x 21,600 1.8 billion triangles.
  • NASA EOS satellite ASTER
  • 30-m resolution elevation data.
  • from 15-m near infrared stereo imagery.
  • USGS National Elevation Dataset (NED)
  • 50,000 quads at around 50 GB.

7
Regular Grids
  • Uniform array of height values.
  • Simple to store and manipulate.
  • Encode in raster formats (DEM, GeoTIFF).
  • Easy to interpolate to find elevations.
  • Less disk/memory (only store z value).
  • Easy view culling and collision detection.

8
TINs
  • Triangulated Irregular Networks.
  • Fewer polygons needed to attain required
    accuracy.
  • Higher sampling in bumpy regions and coarser in
    flat ones.
  • Can model maxima, minima, ridges, valleys,
    overhangs, caves.

9
LOD Hierarchy Structures
QuadTree Hierarchy
BinTree Hierarchy
10
Quadtrees
  • Each quad is actually two triangles.
  • Produces cracks and T-junctions.
  • Easy to implement.
  • Good for out-of-core operation.

11
Bintrees
  • Terminology
  • binary triangle tree (bintree, bintritree, BTT).
  • longest edge bisection.
  • Easier to avoid cracks and T-junctions.
  • Neighbor is never more than 1 level away.

12
Cracks and T-Junctions
  • Avoid cracks
  • Force cracks into T-junctions / remove floating
    vertex.
  • Fill cracks with extra triangles.
  • Avoid T-junctions
  • Continue to simplify.
  • Forced spiltting.

13
Out-of-core operation
  • Virtual memory solutions
  • mmap() used by Lindstrom 01.
  • VirtualAlloc() / VirtualFree() used by Hoppe 98.
  • Explicit paging from disk
  • NPSNET (NPS) Falby 93.
  • VGIS (GVU) Davis 99.
  • OpenGL Performer Active Surface Def (ASD).
  • SGI InfiniteReality (IR) Clipmapping.

14
Related Works
  • Papers.
  • Right Triangular Irregular Networks , 1997.
  • ROAMing Terrain Real-time Optimally Adapting
    Meshes, 1997.
  • Real-Time Generation of Continuous Levels of
    Detail for Height Fields, 1998.
  • Terrain Rendering at High Levels of Detail (pdf),
    2000 .
  • A Fast Algorithm For Large Scale Terrain
    Walkthrough, 2001 (pdf) .
  • Visualization of Large Terrains Made Easy, 2001 .
  • Diamond Terrain Algorithm CLOD for Height
    Fields, 2001 .
  • Real-time Terrain Rendering using Smooth Hardware
    Optimized Level of Detail, 2003 pdf.
  • Planet-Sized Batched Dynamic Adaptive Meshes
    (P-BDAM), IEEE Visualization 2003.
  • Geometry clipmaps Terrain rendering using nested
    regular grids. Siggraph 2004.
  • Rendering Procedural Terrain by Geometry Image
    Warping. Eurographics 2004.
  • Adaptive Streaming and Rendering of Large
    Terrains using Strip Masks, 2005.
  • Terrain Rendering Engine (TRE) Cell Broadband
    Engine Optimized Real-time Ray-caster, 2005.
  • GPU-Friendly High-Quality Terrain Rendering
    Journal of WSCG 2006.
  • Terrain Rendering using Spherical Clipmaps,
    Eurographics 2006.
  • Seamless Patches for GPU-Based Terrain Rendering,
    WSCG 2007.

15
ROAM
  • Real-Time Optimally Adapting Meshes.
  • Mark Duchaineau, 1997 (LLNL).
  • Binary Triangle Tree Structure.
  • No need to worry about cracks, etc.
  • Can specify the desired number of triangles.

Example of ROAM terrain.
16
ROAM
  • Main Concepts
  • Split and Merge.
  • Two priority queues.
  • One for splits and one for merge.
  • Allows for frame-to-frame coherence.
  • Error Metrics for Splits and Merges.
  • Incremental triangle stripping introduced.

17
ROAM
  • Splitting and Merging diamonds.

18
ROAM
  • Avoiding T-junctions.

19
ROAM Priority Queues
  • One priority queue for splits, one for merges,
    and use a greedy algorithm to triangulate.
  • Priority error metric( using wedgies ).

Illustrating nested ROAM wedgies for the 1D case.
20
Research Plans
  • 4.20 - Survey papers select a paper.
  • 5.31 Implementation.

21
References
  • http//www.vterrain.org
  • David Luebke et al. Level of Detail for 3D
    Graphics. p185-228, Morgan Kaufmann, 2003.
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