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dc.contributor.authorCignoni, P.en_US
dc.contributor.authorGanovelli, F.en_US
dc.contributor.authorGobbetti, E.en_US
dc.contributor.authorMarton, F.en_US
dc.contributor.authorPonchio, F.en_US
dc.contributor.authorScopigno, R.en_US
dc.date.accessioned2015-02-16T08:01:16Z
dc.date.available2015-02-16T08:01:16Z
dc.date.issued2003en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00698en_US
dc.description.abstractThis paper describes an efficient technique for out-of-core rendering and management of large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure:a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These smallpatches are TINs and are constructed and optimized off-line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performedat each frame through a stateless traversal algorithm. Thanks to the batched CPU/GPU communication model,the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.Both preprocessing and rendering exploit out-of-core techniques to be fully scalable and to manage large terraindatasets.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.en_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleBDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualizationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume22en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00698en_US
dc.identifier.pages505-514en_US


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