non-uniform terrain mesh simplification using adaptative merge procedures flávio luis de mello...
TRANSCRIPT
Non-Uniform Terrain Mesh Simplification Using
Adaptative Merge Procedures Flávio Luis de Mello
Edilberto StraussAntônio OliveiraAline Gesualdi
1. Introduction
2. Mesh Simplification Method
3. Results
4. Conclusion
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Terrain walkthrough plays an important role in the virtual reality
Geographic Information Systems (GIS), Military Mission Planning, Flight Simulation, etc.
Regular grid sampled data is required
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Relationship between the actual map image resolution and its associated data can easily exceed the capabilities of typical graphics hardware, which makes impossible a real-time interactive application.
data fps real-timeinteraction
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Relationship between the actual map image resolution and its associated data can easily exceed the capabilities of typical graphics hardware, which makes impossible a real-time interactive application.
data fps real-timeinteraction
At most PII 450MHz
No Hw acceleration
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Describes an optimized algorithm for building a terrain triangular mesh
Combines an efficient regular grid representation with low cost memory requirements
Bottom-up approach
Based on classic quadtree algorithm (Röttger – Eurograph99)
Digital Elevation Model(2n x 2m)
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h=2
2. Terrain Model
2. Terrain Model
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Merge Criteria:
#1
#2
2. Terrain Model
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2. Terrain Model
1010
2. Terrain Model
1111
2. Terrain Model
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2. Terrain Model
Sorted
Unsorted
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BorderInterior
Gint=0,9143 Gborder=1,3482
hquadtree 4 to 5
1st 1st
2nd 2nd
3rd 3rd
Proposed Röttger Proposed Röttger
iicaseigpG
2. Terrain Model
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DEM(1.024 x 1.024)
h=732.768 triangles11.254 triangles#=34,34%#R=16,71%
h=68.192 triangles3.078 triangles#=37,57%#R=9,76%
h=52.048 triangles1.216 triangles#=59,375%#R=4,80%
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No cracks, no T-junctions Global treatment
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No cracks, no T-junctions Global treatment
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DEM(2.048 x 2.048)
=4,18 m h=732.768 triangles15.802 triangles#=48,22%#R=16,03%
h=68.192 triangles5.278 triangles#=64,43%#R=8,84%
h=52.048 triangles1.648 triangles#=80,47%#R=4,51%
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DEM(1.024 x 1.024)
=8,125 m h=732.768 triangles26.092 triangles#=79,62%#R=12,47%
h=68.192 triangles7.016 triangles#=85,64%#R=7,69%
h=52.048 triangles1.870 triangles#=91,30%#R=3,73%
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The method provides high quality triangulations with thousands of geometric primitives;
The generated mesh is conforming, although it is not well shaped;
Achieved good frame rates on PC platforms, such as 47fps (PII 450MHz, Sthealth II AGP);
Critical future issues include level of detail rendering and efficient paging mechanism, which will allow rendering height fields that do not entirely fit into RAM.
2020