http://www.cnr.it/ontology/cnr/individuo/prodotto/ID91139
BDAM: Batched Dynamic Adaptive Meshes for high performance terrain Visualization (Articolo in rivista)
- Type
- Label
- BDAM: Batched Dynamic Adaptive Meshes for high performance terrain Visualization (Articolo in rivista) (literal)
- Anno
- 2003-01-01T00:00:00+01:00 (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#doi
- 10.1111/1467-8659.00698 (literal)
- Alternative label
Cignoni P. 1, Ganovelli F. 2, Gobbetti E. 3, Marton F. 4, Ponchio F. 5; Scopigno R. 6 (2003)
BDAM: Batched Dynamic Adaptive Meshes for high performance terrain Visualization
in Computer graphics forum (Print)
(literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
- Cignoni P. 1, Ganovelli F. 2, Gobbetti E. 3, Marton F. 4, Ponchio F. 5; Scopigno R. 6 (literal)
- Pagina inizio
- Pagina fine
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#altreInformazioni
- Lavoro con più di 20 citazioni all'ultima valutazione (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroVolume
- Rivista
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- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#pagineTotali
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroFascicolo
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#descrizioneSinteticaDelProdotto
- 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. Thanks to the batched CPU/GPU communication model,
the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.
Both preprocessing and rendering exploit out-of-core techniques to be fully scalable and to manage large terrain
datasets. (literal)
- Note
- ISI Web of Science (WOS) (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
- 1 2 5 e 6 CNR-ISTI, 3 e 4 CRS4-Cagliari (literal)
- Titolo
- BDAM: Batched Dynamic Adaptive Meshes for high performance terrain Visualization (literal)
- 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. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. Both preprocessing and rendering exploit out-of-core techniques to be fully scalable and to manage large terrain datasets. (literal)
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