Abstract

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.

Highlights

  • Over recent years, terrain rendering has been used in different fields such as movies, virtual environments, cartography, and games

  • Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. This technique strives to combine large tile size and real-time processing. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain

  • The results are conclusive in all resolutions tested and geometry approximation errors are decreased while guaranteeing an upper bound on the screen space error

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Summary

Introduction

Terrain rendering has been used in different fields such as movies, virtual environments, cartography, and games. It has been intensively developed for realtime outdoor games including flight simulators, driving simulators, and massive multiplayer games. The rapid development in acquisition of topographic maps and cartography has led to the generation of large terrain datasets as height-maps that contain billions of samples. Such terrains datasets exceed the rendering capability of available graphics hardware. LOD rendering algorithms represent terrains as triangulated meshes which approximate the surface of the terrain. The aim is to efficiently combine quality rendering and real-time navigation

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