Massive digital elevation models require a large number of geometric primitives that exceed the throughput of the existing graphics hardware. For the interactive visualization of these datasets, several adaptive reconstruction methods that reduce the number of primitives have been introduced over the decades. Quadtree triangulation, based on subdivision of the terrain into rectangular patches at different resolutions, is the most frequently used terrain reconstruction method. This usually accomplishes the triangulation using LOD (level-of-detail) selection and crack removal based on geometric errors. In this paper, we present bimodal vertex splitting, which performs LOD selection and crack removal concurrently on a GPU. The first mode splits each vertex for LOD selection and the second splits each vertex for crack removal. By performing these two operations concurrently on a GPU, we can efficiently accelerate the rendering speed by reducing the computation time and amount of transmission data in comparison with existing quadtree-based rendering methods.
Eun-Seok LEE
Inha University
Jin-Hee LEE
Inha University
Byeong-Seok SHIN
Inha University
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Eun-Seok LEE, Jin-Hee LEE, Byeong-Seok SHIN, "Bimodal Vertex Splitting: Acceleration of Quadtree Triangulation for Terrain Rendering" in IEICE TRANSACTIONS on Information,
vol. E97-D, no. 6, pp. 1624-1633, June 2014, doi: 10.1587/transinf.E97.D.1624.
Abstract: Massive digital elevation models require a large number of geometric primitives that exceed the throughput of the existing graphics hardware. For the interactive visualization of these datasets, several adaptive reconstruction methods that reduce the number of primitives have been introduced over the decades. Quadtree triangulation, based on subdivision of the terrain into rectangular patches at different resolutions, is the most frequently used terrain reconstruction method. This usually accomplishes the triangulation using LOD (level-of-detail) selection and crack removal based on geometric errors. In this paper, we present bimodal vertex splitting, which performs LOD selection and crack removal concurrently on a GPU. The first mode splits each vertex for LOD selection and the second splits each vertex for crack removal. By performing these two operations concurrently on a GPU, we can efficiently accelerate the rendering speed by reducing the computation time and amount of transmission data in comparison with existing quadtree-based rendering methods.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.E97.D.1624/_p
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@ARTICLE{e97-d_6_1624,
author={Eun-Seok LEE, Jin-Hee LEE, Byeong-Seok SHIN, },
journal={IEICE TRANSACTIONS on Information},
title={Bimodal Vertex Splitting: Acceleration of Quadtree Triangulation for Terrain Rendering},
year={2014},
volume={E97-D},
number={6},
pages={1624-1633},
abstract={Massive digital elevation models require a large number of geometric primitives that exceed the throughput of the existing graphics hardware. For the interactive visualization of these datasets, several adaptive reconstruction methods that reduce the number of primitives have been introduced over the decades. Quadtree triangulation, based on subdivision of the terrain into rectangular patches at different resolutions, is the most frequently used terrain reconstruction method. This usually accomplishes the triangulation using LOD (level-of-detail) selection and crack removal based on geometric errors. In this paper, we present bimodal vertex splitting, which performs LOD selection and crack removal concurrently on a GPU. The first mode splits each vertex for LOD selection and the second splits each vertex for crack removal. By performing these two operations concurrently on a GPU, we can efficiently accelerate the rendering speed by reducing the computation time and amount of transmission data in comparison with existing quadtree-based rendering methods.},
keywords={},
doi={10.1587/transinf.E97.D.1624},
ISSN={1745-1361},
month={June},}
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TY - JOUR
TI - Bimodal Vertex Splitting: Acceleration of Quadtree Triangulation for Terrain Rendering
T2 - IEICE TRANSACTIONS on Information
SP - 1624
EP - 1633
AU - Eun-Seok LEE
AU - Jin-Hee LEE
AU - Byeong-Seok SHIN
PY - 2014
DO - 10.1587/transinf.E97.D.1624
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E97-D
IS - 6
JA - IEICE TRANSACTIONS on Information
Y1 - June 2014
AB - Massive digital elevation models require a large number of geometric primitives that exceed the throughput of the existing graphics hardware. For the interactive visualization of these datasets, several adaptive reconstruction methods that reduce the number of primitives have been introduced over the decades. Quadtree triangulation, based on subdivision of the terrain into rectangular patches at different resolutions, is the most frequently used terrain reconstruction method. This usually accomplishes the triangulation using LOD (level-of-detail) selection and crack removal based on geometric errors. In this paper, we present bimodal vertex splitting, which performs LOD selection and crack removal concurrently on a GPU. The first mode splits each vertex for LOD selection and the second splits each vertex for crack removal. By performing these two operations concurrently on a GPU, we can efficiently accelerate the rendering speed by reducing the computation time and amount of transmission data in comparison with existing quadtree-based rendering methods.
ER -