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

Paolo Cignoni, F. Ganovelli, E. Gobbetti, F. Marton, F. Ponchio, Roberto Scopigno
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引用次数: 165

Abstract

We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called planet-sized 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 terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network.
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行星级批量动态自适应网格(P-BDAM)
我们描述了一种有效的技术,用于核外管理和行星大小的纹理地形表面的交互式渲染。该技术被称为行星大小的批量动态自适应网格(P-BDAM),它扩展了BDAM方法,使用位移三角形上点的一般三角剖分作为基本基元。所提出的框架引入了几个关于艺术状态的进步:由于批量主机到图形通信模型,我们在渲染速度方面优于当前的自适应镶嵌解决方案;我们保证整体几何连续性,利用可编程图形硬件来应对单精度浮点数带来的精度问题;我们利用压缩的内核外表示和推测预取来隐藏内核外数据渲染过程中的磁盘延迟;我们使用一种新的分布式核心外简化算法在标准PC网络上高效地构建了高质量的简化表示。
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