ROAMing terrain: real-time optimally adapting meshes

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ROAMing terrain: real-time optimally adapting meshes
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from preprocessed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and prioritycomputa...
Mark A. Duchaineau, Murray Wolinsky, David E. Sige
Added 06 Aug 2010
Updated 06 Aug 2010
Type Conference
Year 1997
Authors Mark A. Duchaineau, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, Mark B. Mineev-Weinstein
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