Figure 1: Rendering 3D terrain using regular grid’s meshes of different resolutions.
frame with respect to a given world-space deviation
and screen-space error tolerance. Early approaches
were based on Triangulated Irregular Networks
(TINs) as introduced by Peucker (Peucker T. K.,
Fowler R. J., Little J. J., 1978) and Fowler (Fowler
R. J., Little J. J., 1979) those approaches are well-
known by their approximation quality. Irregular
triangulations minimize the amount of triangles to be
rendered at a given approximation error, but on the
other hand they require quite elaborate data
structures that necessitate an intense CPU
processing. Consequently, more regular
triangulations have been used, for instance, bin-tree
hierarchies (Lindstrom P., Koller D., Ribarsky W.,
Hodges L. F., Faust N., Turner G. A., 1996)
(Duchaineau M., Wolinsky M., Sigeti D. E., Miller
M. C., Aldrich C., Mineev-Weinstein M. B., 1997)
and restricted quad-tree meshes (Von Herzen B.,
Barr A. H., 1987) (Pajarola R., 1998).
Region-based multi-resolution approaches
partition the terrain into tiles that can be processed
independently (Koller D., Lindstrom P., Ribarsky
W., Hodges L. F., Faust N., Turner G., 1995) (Suter
M., Nüesch D., 1995) (Blow J., 2000). To avoid
visual artifacts like popping, either geomorphs are
used (Ferguson R. L., Economy R., Kelly W. A.,
Ramos P. P., 1990) or the maximum screen-space
error is restricted to one pixel. Recent region-based
multi-resolution approaches are based on techniques
that fully exploit the power of modern graphics
hardware. BDAM (Cignoni, P., Ganovelli, F.,
Gobbetti, E., Marton, F., Ponchio, F., and Scopigno,
R, 2003) and P-BDAM (Cignoni P., Ganovelli F.,
Gobbetti E., Marton F., Ponchio F., Scopigno R.,
2003) methods proposed by Cignoni et al exploit
bintree hierarchies of pre-computed triangulations or
batches instead of individual triangles. C-BDAM
method, an extension of BDAM and P-BDAM
algorithms, was presented by Gobbetti et al in
(Gobbetti, E., Marton, F., Cignoni, P., Di Benedetto,
M., and Ganovelli, F, 2006). The method exploits a
wavelet-based two stages near-lossless compression
technique to efficiently encode the height map data.
Terrain rendering method presented by Schneider
and Westermann (Schneider, J., and Westermann, R,
2006) partitions the terrain into square tiles and
builds for each tile a discrete set of LODs using a
nested mesh hierarchy. Following this approach,
Dick et al proposed a method for tile triangulations
encoding that enables efficient GPU-based decoding
(Dick, C., Schneider, J., and Westermann, R., 2009).
Refer to a nice survey by R. Pajarola and E.
Gobbetti (Pajarola, R., and Gobbetti, E., 2007).
Losasso and Hoppe (Losasso F., Hoppe H.,
2004) even show that re-meshing can completely be
avoided by using a set of nested regular grids
centered about the viewer. As the grid resolution
decreases with increasing distance to the viewer,
approximately uniform screen-space resolution is
achieved. This technique caches the terrain in a set
of nested regular grids centered about the viewer.
Asirvatham and Hoppe further improved this
technique in (Asirvatham A., Hoppe H., 2005) to
handle most of computations on the GPU.
Thus, techniques proposed in (Losasso F., Hoppe
H., 2004) (Asirvatham A., Hoppe H., 2005) depend
only on camera position and do not take into account
local surface characteristics. We still believe that
local surface characteristic is an important
component of 3D terrain rendering process, since
different datasets have different characteristics that
should be automatically taken into account to
guarantee the quality of the rendering. Settings used
for terrain rendering should be carefully chosen to
match terrain dataset characteristics while providing
the best performance. In this context, we propose
new technique of LOD estimation based on multi-
resolution wavelet decomposition that permits to
adapt 3D terrain rendering process according to local
surface characteristics in order to reduce
computation load on the CPU.
3 ALGORITHM DESCRIPTION
Our algorithm is a region-based multi-resolution
Large-scaleTerrainLevelofDetailEstimationbasedonWaveletTransform
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