Efficient Multiresolution Models for progressive Terrain Rendering (Effiziente Multiresolutionsmodelle für progressives Terrain Rendering)

2002 ◽  
Vol 44 (6) ◽  
Author(s):  
Andreas Klein ◽  
Andreas Schilling

This paper deals with the problem of simplifying, transmitting and rendering large textured terrain models. The terrain is rendered from a hierarchy of quadratic tiles of geometry. Each of these tiles has a corresponding texture with a constant number of texels, e.g. 64x64, in each resolution level. Therefore, the ratio between the needed geometric accuracy within a tile and the texel size is a constant, independent of the level of detail, e.g. one texel (1/64 of the width of the tile). This observation allows us to create an efficient new multiresolution model for terrain data where not only the number of vertices is adapted to the level of detail but also the relative accuracy of the coordinates. Although we do not use a pure quadtree data structure due to its known problems with the representation of not axis aligned geometric features, our data structure is very compact and avoids redundant transmission of coordinates.

2008 ◽  
Vol 33-37 ◽  
pp. 369-374
Author(s):  
Kohei Murotani ◽  
Genki Yagawa

We demonstrate how algorithms to compute hierarchical triangular meshes. We can generate the hierarchical triangular meshes using level-of-detail for the mesh data structure. We perform hierarchical regional partitions using Ward's method with hierarchical data structure to achieve the level-of-detail. The meshes using this data structure can be hierarchically compressed and be unpacked at a faster pace. Additionally, we introduce the adaptive mesh generation algorithms for the parameters of computational mechanics by setting some kind of metrics in the level-of-detail.


2015 ◽  
Vol 15 (4) ◽  
pp. 124-137 ◽  
Author(s):  
Wenju Wang ◽  
Zhang Xuan ◽  
Liujie Sun ◽  
Zhongmin Jiang ◽  
Jingjing Shang

Abstract BRLO-Tree (Block-R-Tree-Loose-Octree) is presented in this paper based on the R-Tree and Loose-Octree. The aim of the structure is to visualize the large scale and complex dynamic scenes in a 3D (three-dimensional) GIS (Geographic Information System). A new method of clustering rectangles to construct R-tree based on an improved K-means algorithm is put forward. Landform in 3D GIS is organized by R-Tree. The block is used as the basic rendering unit. The 3D objects of each block are respectively organized by a Loose-Octree. A series of techniques, based on this data structure, such as LOD (Level of Detail), relief impostors are integrated. The results of the tests show that BRLO-Tree cannot only support the large scale 3D GIS scene exhibition with wandering and fighting, but it can also efficiently manage the models in a dynamic scene. At the same time, a set of integrated techniques based on BRLO-Tree can make the rendering pictures more fluence and the rendering time vastly improved.


Author(s):  
L. Barazzetti ◽  
M. Previtali ◽  
F. Roncoroni

The Samsung Gear 360 is a consumer grade spherical camera able to capture photos and videos. The aim of this work is to test the metric accuracy and the level of detail achievable with the Samsung Gear 360 coupled with digital modelling techniques based on photogrammetry/computer vision algorithms. Results demonstrate that the direct use of the projection generated inside the mobile phone or with Gear 360 Action Direction (the desktop software for post-processing) have a relatively low metric accuracy. As results were in contrast with the accuracy achieved by using the original fisheye images (front and rear facing images) in photogrammetric reconstructions, an alternative solution to generate the equirectangular projections was developed. A calibration aimed at understanding the intrinsic parameters of the two lenses camera, as well as their relative orientation, allowed one to generate new equirectangular projections from which a significant improvement of geometric accuracy has been achieved.


Author(s):  
Carlos José Campos ◽  
Hugo Filipe Pinto ◽  
João Miguel Leitão ◽  
João Paulo Pereira ◽  
António Fernando Coelho ◽  
...  

The virtual environments used in scientific driving simulation experiments require extensive 3D models of road landscapes, correctly modeled and similar to those found in the real world. The modeling task of these environments, addressing the terrain definition and the specific characteristics required by the target applications, may result in a complex and time-consuming process. This chapter presents a procedural method to model large terrain definitions and adjust the roadside landscape to produce well-constructed road environments. The proposed procedural method allows merging an externally modeled road into a terrain definition, providing an integrated generation of driving environments. The road and terrain models are optimized to interactive visualization in real time, by applying most state-of-art techniques like the level of detail selection and spatial hierarchization. The proposed method allows modeling large road environments, with the realism and quality required to perform experimental studies in driving simulators.


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