Título: | MULTI-RESOLUTION OF OUT-OF-CORE TERRAIN GEOMETRY | ||||||||||||||||||||||||||||||||||||||||
Autor: |
LUIZ GUSTAVO BUSTAMANTE MAGALHAES |
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Colaborador(es): |
WALDEMAR CELES FILHO - Orientador |
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Catalogação: | 07/MAR/2006 | Língua(s): | PORTUGUESE - BRAZIL |
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Tipo: | TEXT | Subtipo: | THESIS | ||||||||||||||||||||||||||||||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=7870&idi=1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=7870&idi=2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.7870 | ||||||||||||||||||||||||||||||||||||||||
Resumo: | |||||||||||||||||||||||||||||||||||||||||
The visualization of large terrains is a challenging
Computer Graphics issue.
The number of polygons required to faithfully represent a
terrain`s geometry
can be too high for real-time visualization. To solve this
problem, a multiresolution
algorithm is used to feed the graphics processor only with
the
most important polygons, without visual quality loss. The
amount of data
is another important problem, as it can easily exceed a
computer`s RAM.
Thus, a system to manage out-of-core data is also
required. The present
work proposes a simple and scalable solution to visualize
the geometry
of large terrains based on three key points: a data
structure to represent
the terrain in multi-resolution, an efficient
visualization system and a data
paging and prediction system. Similarly to other works,
the system uses a
quadtree data structure due to its simplicity, along with
the efficiency and
the low memory use of an array-based implementation. Each
node of the
quadtree represents a tile of the terrain. The
implementation is divided in
two threads, one to manage the tiles and the other for
visualization. The
tile-management thread is responsible for
loading/unloading tiles into/from
the memory. This thread uses a camera-movement prediction
mechanism
to load tiles that can be used in the near future and to
remove tiles that
probably will not be necessary. The visualization thread
is responsible for
viewing the terrain, computing the projected error,
eliminating tiles that
are not visible and balancing the quadtree structure in
order to eliminate
cracks or T-vertices on the terrain`s surface. The
visualization can be made
by means of a fidelity-based or a budget-based approach.
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