Good terrain geometry, cheap!

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Real-time terrain rendering for interactive visualization remains a demanding task. We present a novel algorithm with several advantages over previous methods: our method is unusually stingy with polygons yet achieves real-time performance and is scalable to arbitrary regions and resolutions. The method provides a continuous terrain mesh of specified triangle count having provably minimum error in restricted but reasonably general classes of permissible meshes and error metrics. Our method provides an elegant solution to guaranteeing certain elusive types of consistency in scenes produced by multiple scene generators which share a common finest-resolution database but which otherwise operate entirely independently. This ... continued below

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23 p.

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Duchaineau, M.; Wolinsky, M. & Sigeti, D.E. April 1, 1997.

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Description

Real-time terrain rendering for interactive visualization remains a demanding task. We present a novel algorithm with several advantages over previous methods: our method is unusually stingy with polygons yet achieves real-time performance and is scalable to arbitrary regions and resolutions. The method provides a continuous terrain mesh of specified triangle count having provably minimum error in restricted but reasonably general classes of permissible meshes and error metrics. Our method provides an elegant solution to guaranteeing certain elusive types of consistency in scenes produced by multiple scene generators which share a common finest-resolution database but which otherwise operate entirely independently. This consistency is achieved by exploiting the freedom of choice of error metric allowed by the algorithm to provide, for example, multiple exact lines-of-sight in real-time. Our methods rely on an off-line pre-processing phase to construct a multi-scale data structure consisting of triangular terrain approximations enhanced ({open_quotes}thickened{close_quotes}) with world-space error information. In real time, this error data is efficiently transformed into screen-space where it is used to guide a greedy top-down triangle subdivision algorithm which produces the desired minimal error continuous terrain mesh. Our algorithm has been implemented and it operates at real-time rates.

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23 p.

Notes

OSTI as DE97004765

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  • 24. international ACM conference on computer graphics and interactive techniques, Los Angeles, CA (United States), 3-8 Aug 1997

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  • Other: DE97004765
  • Report No.: LA-UR--97-379
  • Report No.: CONF-970811--1
  • Grant Number: W-7405-ENG-36
  • Office of Scientific & Technical Information Report Number: 503453
  • Archival Resource Key: ark:/67531/metadc699369

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Office of Scientific & Technical Information Technical Reports

Reports, articles and other documents harvested from the Office of Scientific and Technical Information.

Office of Scientific and Technical Information (OSTI) is the Department of Energy (DOE) office that collects, preserves, and disseminates DOE-sponsored research and development (R&D) results that are the outcomes of R&D projects or other funded activities at DOE labs and facilities nationwide and grantees at universities and other institutions.

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  • April 1, 1997

Added to The UNT Digital Library

  • Aug. 14, 2015, 8:43 a.m.

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  • April 21, 2016, 9:50 p.m.

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Duchaineau, M.; Wolinsky, M. & Sigeti, D.E. Good terrain geometry, cheap!, article, April 1, 1997; New Mexico. (digital.library.unt.edu/ark:/67531/metadc699369/: accessed October 18, 2017), University of North Texas Libraries, Digital Library, digital.library.unt.edu; crediting UNT Libraries Government Documents Department.