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ROAM - by Mark Duchaineau

by fermi 2003. 8. 28.


ROAMing Terrain: Real-time Optimally Adapting Meshes"

출처 : Focus on 3D Terrain Prog. Chap. 7
원본 : IEEE Visualization 97, pp81-88. Nov. 1997
http://www.llnl.gov/graphics/ROAM/

by Mark Duchaineau, LLNL, Murray Wolinsky, LANL, David E. Sigeti, LANL, Mark
C. Miller, LLNL, Charles Aldrich, LANL, Mark B. Mineev-Weinstein, LANL


Abstract:
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 pre-processed bintree triangles. We introduce two
additional performance optimizations: incremental triangle stripping and
priority-computation deferral lists. ROAM execution time is proportionate to the
number of triangle changes per frame, which is typically a few percent of the
output mesh size, hence ROAM performance is insensitive to the resolution and
extent of the input terrain. Dynamic terrain and simple vertex morphing are
supported. The paper can be downloaded in: [PostScript] [PDF] [Gzipped Tar].

Last modified: October 19, 1997

For more information about the technical content of these pages, contact:
duchaine@llnl.gov -- Mark Duchaineau

For information about the construction of these pages, contact:
jjperra@llnl.gov -- Joanne J. Perra

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