explanation on the first sub-section and a more de-
tailed one on the following sub-sections; in section 4
results are presented from the implementation of the
methods described in section 3. In section 5 we dis-
cuss probable future works. Finally, in section 6 we
present a conclusion and some considerations.
2 MODELING TERRAIN AND
OBJECTS
In general, interactive terrain visualization algorithms
are rather complex. For this reason, in the last
decade, the subject has received attention from many
researches from all around the world. Hence, many
strategies and solutions were developed since then.
In computer graphics, a terrain is basically a
graphical object where a surface is used as the main
geometrical support. Commonly, this surface is rep-
resented as a triangulated network where every sin-
gle point has attributes and information provided from
one or more texture maps. So, a given geographical
region is modelled as a graphical three-dimension ter-
rain composed by a triangulated network and a geo-
referenced texture. The final result is an empty ter-
rain with no objects on it. All user can see is some
elevation and geographical accidents like rivers and
lagoons.
2.1 Terrain Level of Detail
In many cases, terrain data are represented by a huge
amount of triangles and textures with very high res-
olution. In such conditions, simpler strategies are no
longer capable to deal with all information for real
time interaction. In order to avoid this problem, other
sophisticated methods must be used. Such meth-
ods must take into consideration the properties of the
scene as well as some intrinsic characteristics of vi-
sualization processes as existing spatial and temporal
coherence in the environment.
Most actual methods agree that, in real time vi-
sualization algorithms, the more distant from the ob-
server a given region is, the less refinement is neces-
sary. This is a usual way to cut off unnecessary pro-
cessing without harming the visualization quality.
The need for different levels of refinement have
led developers to use a hierarchical structure where
every element represents a small terrain fragment in
a certain level of detail. Frequently, these structures
determine a recursive terrain subdivision producing
many regions that can be regular or irregular. In ad-
dition, it is necessary to define one or more schemes
which are capable of determining the best represen-
tation, for each region, as a function of distance and
observer position. In order to determine the level of
detail used, these schemes evaluate the projection er-
ror between the chosen level and the most refined
one (absolute error metric). Or optionally, between
the chosen level and the refinement level immediately
above in the same considered hierarchy (relative error
metric).
Among all proposed works involving level of de-
tail terrain visualization, two of the most significant
are those from (Lindstrom and Pascucci, 2001; Lind-
strom and Pascucci, 2002). The terrain visualization
method implemented in this work follows the same
principles and ideas described in both references (Po-
yart et al., 2002) and (Lindstrom and Pascucci, 2002).
2.2 Image-Base Object Modeling
Featured terrains are commonly useful for a very large
application range such as simulations and games. The
most difficult task consists in dealing with both terrain
and object data because the latter can be very complex
and numerous. A good example is a large terrain with
very dense vegetation on it.
Likewise in the case of empty terrains, it is also
possible to apply the same ideas and approaches of
view-dependent level of detail to every single object
spread all over the terrain surface. However, in some
cases like, for example, forest visualization, the num-
ber of objects can be so huge that even variable level
of detail geometric modelling may be insufficient to
keep interaction in usable rates. In such cases, a rea-
sonable alternative is to change completely or par-
tially the representation from geometric models to
image-based rendering structures.
Nowadays there are many image-based render-
ing visualization techniques including some simple
ones like sprites and billboards and others much
more sophisticated that in practice require implemen-
tation in Graphic Processing Units (GPUs), like depth
sprites (Pharr and Fernando, 2005) and relief textures
(Oliveira et al., 2000).
2.2.1 Sprites and Billboards
Sprites are graphical objects described, in most cases,
by planar textured surfaces. The given texture is ba-
sically a snapshot from an object (real or synthetic)
taken from a given point of view. In many cases, two
textures are placed in a perpendicular way in order to
produce a better approximation to 3D shapes as, for
example, in the representation of trees.
A billboard is a graphical object similar to a sprite,
however, differently from it, a billboard must rotate
GRAPP 2009 - International Conference on Computer Graphics Theory and Applications
380