current graphics systems. Furthermore, with the
growing GPU power the management of fine-
grained LODs on the CPU as done by traditional
algorithms (Lindstrom, 1996, and Duchaineau,
1997) becomes more and more limiting factor, and
in many rendering applications the GPU is not
working at full capacity.
This paper discusses the methodology and
implementation aspects of our research work to
improve the quality and speed of rendering of large
terrains with objects on general-purpose desktop
PCs. Our block-based dynamic LOD terrain-
rendering software, TREND, considers above facts
using 3D rendering hardware and minimizes the
CPU overhead. We have proposed an integrated
approach for effective out-of-core visualization of
terrains populated with large collection of discrete,
static heterogeneous objects. User is allowed to
control the objects locations, scales and orientations.
The object instantiation scheme reduces the memory
overhead to a large extent.
2 RELATED WORK
External memory algorithms (Vitter, 2001), also
known as out-of-core algorithms, address issues
related to the hierarchical nature of the memory
structure of modern computers (fast cache, main
memory, hard disk etc.). Managing and making the
best use of the memory structure is important when
dealing with large data structures that do not fit in
the main memory of a single computer. In most
terrain visualization systems, two approaches are
prevailing for external memory handling. In the first
approach (Dollner, 2000, and Lindstrom, 2001) the
multiresolution terrain triangulation hierarchy is
linearized into an array and a memory-mapped file
mechanism (supported by the operating system) is
used to provide out-of-core access. The second
approach (Reddy, 1999, and Pajarola, 1998) is to
split the terrain into large rectangular tiles of varying
resolution that are paged in on demand. The main
drawbacks of the first approach are that the terrain
data is only clustered on disk with respect to the
linearization of the triangulation hierarchy and that
the storage cost is comparatively high. We have
adopted the second approach for out-of-core data
management for terrain topography as well as for the
objects.
Many mesh simplification and multiresolution
triangulation methods have been developed over the
last decade. Due to space constraint, we refer to the
literature for overviews on general mesh
simplification and multiresolution modelling
(Cignoni, 1998, and Luebke, 2001). We have chosen
regular hierarchical structure to represent terrain
(stored as height map) as it allows fast collision
detection between moving objects (including
camera) and the terrain. It also supports use of
efficient hierarchical data structures for fast and easy
view frustum culling.
Relatively less work has been reported in
literature on object management over
multiresolution terrain. Szenberg et al. (Szenberg,
1997) describe a method of terrain visualization with
point-location based objects such as houses,
transmission poles etc. The visualization scheme for
terrain height field is not based on multiresolution
modelling but combines the Z-buffer with the
Floating Horizon algorithm. Further it has been
applied to limited sized terrain data (512*512 size)
only. Douglass et al. (Douglass, 1999) describe a
bottom-up LOD height-field rendering scheme by
placing building-like objects over the terrain. In
contrast to a top-down LOD approach, a bottom-up
approach necessitates the entire model being
available at the first step and therefore has higher
memory and computational demands (Luebke,
2003). In this paper, we have proposed a new object
management approach coupled with our block-based
multiresolution LOD terrain modelling approach. It
employs an efficient object-paging scheme, which
smoothly adapts to our tile-based organization of
geometry and texture data for out-of-core data
management.
3 THE TILE BASED MULTI-
RESOLUTION FRAMEWORK
We have developed a view-dependent dynamic
block-based LOD modelling for mesh simplification
and using tiled geospecific texture, to display the
details of the high-resolution satellite imagery in
real-time rendering (Agrawal, 2004a). The terrain
geometry and texture data are organized in titles of
size 257*257 and 256*256 respectively as shown in
Figure 1. One pixel overlap is kept between adjacent
geometry tiles to ensure proper stitching of tiles. At
any instance of time, only nine tiles are kept in main
memory. The viewer position is always assumed to
be inside the centre tile. The algorithm efficiently
handles out-of-core data by dynamic paging of
terrain tiles between secondary storage and main
memory. Each geometry tile data is organized with a
quadtree with leaves corresponding to patches or
GRAPP 2006 - COMPUTER GRAPHICS THEORY AND APPLICATIONS
430