Visualization and Interactive Systems Group, University of Stuttgart Page 1 Terrain Rendering Dirk...

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Visualization and Interactive Systems Group, University of Stuttgart Page 3 Triangulation (C-LOD) Quadtree based triangulation Top-down subdivision based on surface roughness and distance to the point of view

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Visualization and Interactive Systems Group, University of Stuttgart Page 1

Terrain Rendering

Dirk Ringe (phenomic), Stefan Roettger (VIS)

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Overview

• C-LOD algorithm published at WSCG ‘98• T-SLICE algorithm to be published at VMV ‘01

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Triangulation (C-LOD)

• Quadtree based triangulation• Top-down subdivision based on surface roughness

and distance to the point of view

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Rendering (C-LOD)

• Display of terrain by means of a single or more triangle fans per node

• Obtain conforming mesh by simply skipping the blue vertices

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Subdivision Criterion (C-LOD)

• Whether a subdivision is performed or not depends on the size d of the node, its distance l to the point of view, and the local surface roughness

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Surface Roughness (C-LOD)

• Surface roughness (d2-values) is computed from the elevation differences dh between two consecutive levels of detail

• To propagate the triangulation up the quadtree the d2-values are adjusted where necessary

• Red vertices must be geomorphed

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Results (C-LOD)

• The visible range can be extended to the horizon by using C-LOD algorithms

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Results (C-LOD)

• The popping effect must be suppressed by geomorphing

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Rasterization (T-SLICE)

• NVIDIA white paper (Sim Dietrich)

• Store elevation in alpha channel of texture map

• Use color subtraction extension and alpha test to rasterize only the solid part of a terrain slice

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Hybrid Approach (T-SLICE)

• Calculate the necessary number of terrain slices to achieve subpixel accuracy

• Use a hierarchical bounding box representation of the terrain to adapt the number of drawn terrain slices to the viewing distance

• Calculate for each node whether terrain slicing or polygon rendering is faster and choose the appropriate method

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Results (T-SLICE)

• Approximately 30 fps on a PC with GeForce2 MX (640x480)• Rendering performance does not depend on the size of the

height field• Best suited for displacement maps or radar views

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Fin

Questions?

http://wwwvis.informatik.uni-stuttgart.de/~roettger