A hybrid, hierarchical data structure for real-time terrain visualization

K. Baumann, J. Döllner, K. Hinrichs, Oliver Kersting
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引用次数: 31

Abstract

The approximation tree is a hybrid, hierarchical data structure for real-time terrain visualization which represents both geometry data and texture data of a terrain in a hierarchical manner. This framework can integrate different multiresolution modeling techniques operating on different types of data sets such as TLNs, regular grids, and non-regular grids. An approximation tree recursively aggregates terrain patches which reference geometry data and texture data. The rendering algorithm selects patches based on a geometric approximation error and a texture approximation error. Terrain shading and thematic texturing, which can be generated in a preprocessing step, improve the visual quality of level of detail models and eliminate the defects resulting from a Gouraud shaded geometric model since they do not depend on the current (probably reduced) geometry. The approximation tree can be implemented efficiently using object-oriented design principles. A case study for cartographic landscape visualization illustrates the use of approximation trees.
用于实时地形可视化的混合分层数据结构
近似树是一种用于实时地形可视化的混合分层数据结构,它以分层的方式表示地形的几何数据和纹理数据。该框架可以集成不同的多分辨率建模技术,操作不同类型的数据集,如tln、规则网格和非规则网格。一种近似树递归聚合参考几何数据和纹理数据的地形块。绘制算法根据几何近似误差和纹理近似误差选择补丁。地形阴影和主题纹理可以在预处理步骤中生成,提高了细节模型的视觉质量,并消除了由于Gouraud阴影几何模型不依赖于当前(可能减少的)几何而导致的缺陷。使用面向对象的设计原则可以有效地实现近似树。一个用于地图景观可视化的案例研究说明了近似树的使用。
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