7 CONCLUDING REMARKS
We have presented a novel technique for represent-
ing and manipulating large terrain datasets. Its main
advantage is the possibility to efficiently update the
system with new heterogeneous grids, a character-
istic that is not found in any existing method. The
system automatically detects and removes redundant
data. Furthermore, our technique produces a multi-
resolution C
k
surface instead of a discrete model. The
actual evaluation of the surface, which is the only
computationally intensive task, can be demanded to
the GPU, while keeping the communication between
CPU and GPU limited. Texture and normal map can
be easily integrated, since they can be associated to
every patch and interpolated, with the same method
used for the height values.
The space overhead required by the multi-
resolution model is approximately the same as the
space used for a mipmap pyramid, thus it is suitable
to be used even with huge terrains. A limitation of
this technique is the lack of a theoretical bound on the
maximum number of patches that may overlap at a
single point of terrain. This can probably be avoided
if we insert additional criteria to the patch invariant
we use for building the spatial index, and it will be
one of the main points of our future work. However,
in our experiments the number of overlapping patches
never exceeded six, and it was four on average.
We have presented results obtained with our CPU
implementation, which is already able to obtain in-
teractive rendering frame rates using a single core on
moderately large terrains. The algorithm for the con-
struction and update of the multi-resolution model, as
well as the query algorithms are efficient and capable
to manage huge datasets.
We are currently working on a GPU implemen-
tation and the most relevant aspects to achieve effi-
ciency are: incremental queries, providing a stream
of differences between patches defining terrain in the
previous and current frame, which can be directly
transferred to the GPU; efficient update of the list of
patches maintained in the GPU; and the strategy for
parallel evaluation and meshing of terrain.
REFERENCES
Carr, N. A., Hoberock, J., Crane, K., and Hart, J. C. (2006).
Fast gpu ray tracing of dynamic meshes using ge-
ometry images. In Gutwin, C. and Mann, S., ed-
itors, Graphics Interface, pages 203–209. Canadian
Human-Computer Communications Society.
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Pon-
chio, F., and Scopigno, R. (2003). Bdam - batched dy-
namic adaptive meshes for high performance terrain
visualization. Comput. Graph. Forum, 22(3):505–
514.
Dick, C., Kr
¨
uger, J., and Westermann, R. (2009). GPU ray-
casting for scalable terrain rendering. In Proceedings
of Eurographics 2009 - Areas Papers, pages 43–50.
Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L. F.,
Faust, N., and Turner, G. A. (1996). Real-time, con-
tinuous level of detail rendering of height fields. In
SIGGRAPH ’96: Proceedings of the 23rd annual con-
ference on Computer graphics and interactive tech-
niques, pages 109–118, New York, NY, USA. ACM.
Losasso, F. and Hoppe, H. (2004). Geometry clipmaps:
terrain rendering using nested regular grids. In SIG-
GRAPH ’04: ACM SIGGRAPH 2004 Papers, pages
769–776, New York, NY, USA. ACM.
Oh, K., Ki, H., and Lee, C.-H. (2006). Pyramidal displace-
ment mapping: a gpu based artifacts-free ray tracing
through an image pyramid. In Slater, M., Kitamura,
Y., Tal, A., Amditis, A., and Chrysanthou, Y., editors,
VRST, pages 75–82. ACM.
Pajarola, R. and Gobbetti, E. (2007). Survey of semi-regular
multiresolution models for interactive terrain render-
ing. Vis. Comput., 23(8):583–605.
Press, W. H., Teukolsky, S. A., Vetterling, W. T., and Flan-
nery, B. P. (2007). Numerical Recipes 3rd Edition:
The Art of Scientific Computing. Cambridge Univer-
sity Press, 3 edition.
Samet, H. (2005). Foundations of Multidimensional and
Metric Data Structures (The Morgan Kaufmann Se-
ries in Computer Graphics and Geometric Model-
ing). Morgan Kaufmann Publishers Inc., San Fran-
cisco, CA, USA.
Tevs, A., Ihrke, I., and Seidel, H.-P. (2008). Maximum
mipmaps for fast, accurate, and scalable dynamic
height field rendering. In Haines, E. and McGuire,
M., editors, SI3D, pages 183–190. ACM.
USGS and The University of Washing-
ton (2011). Puget sound terrain.
http://www.cc.gatech.edu/projects/large
models/ps.html.
Voorhies, D. (1992). Triangle-cube intersection. Graphics
Gems III, pages 236–239.
Weiss, K. and De Floriani, L. (2010). Simplex and diamond
hierarchies: Models and applications. In Hauser, H.
and Reinhard, E., editors, Eurographics 2010 - State
of the Art Reports, Norrk
¨
oping, Sweden. Eurographics
Association.
Wendland, H. (1995). Piecewise polynomial, positive defi-
nite and compactly supported radial functions of mini-
mal degree. Advances in Computational Mathematics,
4(1):389–396.
GRAPP 2012 - International Conference on Computer Graphics Theory and Applications
76