Title: Russel A' Apu, Marina L' Gavrilova
1 ICCSA 2004 GTVIS Fast and Efficient Rendering
System for Real-Time Terrain Visualization
- Russel A. Apu, Marina L. Gavrilova
- Department of Computer Science
- University of Calgary
2Brief Outline
- Input Processing Methods
- Modified Scheme (improvements)
- Understanding Geo-Morph
- Smoothing Technique
- Texturing
- Experimental Results
3Terminologies
- DEM Digital Elevation Model
- Viewer Dependent Refinement
- ROAM Realtime Optimally Adapting Mesh
- Geo-morph Sequencing
- CLOD Continuous Level of Detail
4Improvements over Original ROAM Scheme
- Preprocessing DEM image
- Smoothing Techniques
- Texturing
- Amortized refinement
- Very efficient
- Higher Frame Rate (45FPS)
- Continuity Geo-morph sequence
- Less variation in frame rate
5Understanding Height FieldsDEM Digital
Elevation Model
- Contains only relative Height
- Regular interval
- Pixel color determine height
- Discrete resolution
X
Kluanne National Park
Y
6Preprocessing of DEM input
- Convolute the surface (2nd Difference)
- Efficient LOD distribution
- Used in Advanced Shading (feature preservation)
7Differentiating the Surface Convolution
8Differentiating the Surface (contd)
- Take Weighted Average of neighboring pixel
Gradients - 2 passes gives us the rate of gradient changes
9Statistical Analysis of ROAM
- Bottleneck Split and Merge Operation and
visibility test - Only 2.7 Triangles are merged within the visible
frustum - 75 of split operations occurs on closest 5
region of the visible frustum
10Proposed Enhancements
- Reduce overhead for maintaining Split queue
- Degenerated split queue
- Replace priority merge queue (HEAP) with a simple
FIFO queue. - Merge arbitrary obscured regions (outside visible
frustum) only
11Proposed Priority Function for Split Queue
- Determines Refinement
- Distribute LOD to preferred area
- Can be changed
- fface, CCamera
- UUniformity
- FFrustum priority
- DCurvature priority
- PDistance priority
- DETCurvature (preprocessed)
- Lev(f)Subdivision level of face f
12Speeding up the processAmortizing refinement
- Updating the Split queue over multiple frames
- Allow split queue (heap) to degenerate
- Refine integrity using error threshold test
- Re-generate queue after constant number of frames
- Dramatic gain in speed
13Maintaining Degenerated S-Queue
14Understanding Geo-Morph
- Smooth interpolation of vertex over subdivision
- Requires maintenance of one additional queue
(G-queue)
15Smoothing
- Compute face normal
- Compute vertex normal
- Local computation of normal during refinement
(Geo-Morph) - Apply vertex normal when rendering
- Advanced shading Linear combination of face and
vertex normal (Hybrid)
16Example of smoothing
17Texturing
- Compute uv coordinate during creation of each
vertex (planar transform) - Load texture bitmap in the pipeline
- Apply texture handle
18Result with Texturing
19Results (Output obtained)
20Results (Runtime)
21Results (Runtime) (Contd)
22Results (Runtime) (Contd)
23Results (Runtime) (Contd)
24Summary of Result
- High Speed (45 FPS average)
- Continuity is achieved (Geo-Morph)
- Visual appeal (smoothing Texture)
- Less variant Frame rate
- Efficient Understructure (amortized update)
25Finally