Efficient view-dependent out-of-core visualization (original) (raw)

Real-Time Out-of-Core Rendering

in the hierarchy care has to be taken to prevent cracks along the cuts. This either leads to severe simplification constraints at the cuts and thus to a significantly higher number of triangles or the need for a costly runtime stitching of these nodes. In this paper we present an out-of-core visualization algorithm that overcomes this problem by filling the cracks generated by the simplification algorithm with appropriately shaded Fat Borders. Furthermore, several minor yet important improvements of previous approaches are made. This way we come up with a simple nevertheless ecient view- dependent rendering technique which allows for the natural incorporation of state-of-the- art culling, simplification, compression and prefetching techniques leading to real-time rendering performance of the overall system. Several examples demonstrate the eciency of our approach.

Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization

IEEE Transactions on Visualization and …, 2002

This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh; and a simple scheme for organizing the terrain data to improve coherence and reduce the number of paging events from external storage to main memory. Similar to several previously proposed methods for view-dependent refinement, we recursively subdivide a triangle mesh defined over regularly gridded data using longest-edge bisection. As part of this single, per-frame refinement pass, we perform triangle stripping, view frustum culling, and smooth blending of geometry using geomorphing. Meanwhile, our refinement framework supports a large class of error metrics, is highly competitive in terms of rendering performance, and is surprisingly simple to implement. Independent of our refinement algorithm, we also describe several data layout techniques for providing coherent access to the terrain data. By reordering the data in a manner that is more consistent with our recursive access pattern, we show that visualization of gigabyte-size data sets can be realized even on low-end, commodity PCs without the need for complicated and explicit data paging techniques. Rather, by virtue of dramatic improvements in multilevel cache coherence, we rely on the built-in paging mechanisms of the operating system to perform this task. The end result is a straightforward, simple-to-implement, pointerless indexing scheme that dramatically improves the data locality and paging performance over conventional matrix-based layouts.

Fat Borders: Gap Filling for Efficient View-dependent LOD Rendering

2003

Real-time high quality rendering of complex models remains a big challenge. Simply splitting the models into several parts which can be simplified and rendered independently introduces disturbing gaps along the common borders. Recent approaches for viewdependent rendering of huge models either neglect the artifacts introduced by the gaps or try to maintain the connectivity of the models. Unfortunately, in the second case the computational complexity and storage requirements of the algorithms are tremendous. In this