IEEE Transactions on Ultrasonics, Ferroelectrics and Frequency Control
DOI: 10.1109/visual.2003.1250366
|View full text |Cite
|
Sign up to set email alerts
|

Planet-sized batched dynamic adaptive meshes (P-BDAM)

Abstract: We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptive Meshes (P-BDAM), extends the BDAM approach by using as basic primitive a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
77
0
2

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 94 publications
(79 citation statements)
references
References 28 publications
0
77
0
2
Order By: Relevance
“…We summarize here the main concepts behind BDAM. Please refer to the original papers for further details [1,2].…”
Section: Methods and Toolsmentioning
confidence: 99%
See 2 more Smart Citations
“…We summarize here the main concepts behind BDAM. Please refer to the original papers for further details [1,2].…”
Section: Methods and Toolsmentioning
confidence: 99%
“…In this way, each mesh composed by a collection of small patches arranged as a correct bintree triangulation still generates a globally correct triangulation. This simple edge error property is exploited, as explained in the original paper [2], to design a distributed out-of-core high quality simplification algorithm that concurrently builds all patches.…”
Section: Methods and Toolsmentioning
confidence: 99%
See 1 more Smart Citation
“…Most GPU-based level-of-detail algorithms were designed for height fields and terrain data sets [25][26][27][28][29][30][31]. Little work has been done to deal with general 3D models.…”
Section: Related Workmentioning
confidence: 99%
“…Various approaches cache triangulated regions in texture memory [Cig03a,Cig03b,Lar03a,Lev02a], while others exploit the geometric locality to maximize the efficiency of the cache [Hop99a]. Terrains usually compensate small geometric details by textures and as a result, they are often accompanied by huge texture maps.…”
Section: Related Workmentioning
confidence: 99%