A New Three-Dimensional Spherical Terrain Rendering Method Based on Network Environment

  title={A New Three-Dimensional Spherical Terrain Rendering Method Based on Network Environment},
  author={X. F. Dai and H. J. Xiong and X. Zheng},
A new three-dimensional spherical terrain rendering method based on network environment is proposed in this study. Delay of fetching data or failure of data transmission could happen on network environment, and this method can deal with the situation without affecting real-time rending. In this method, a set of nest regular grids (NRG) are used to cache the terrain, Graphics hardware GPU is applied to accelerate the terrain rendering, and cracks elimination is discussed. 

Improving Aviation Safety using Synthetic Vision System integrated with Eye-tracking Devices

A novel SVS system integrated with an eye tracking device that is able to learn from the eyeball movements of pilots and preload or render the terrain data in various resolutions in order to improve the quality of terrain display.



Large scale terrain visualization using the restricted quadtree triangulation

  • R. Pajarola
  • Computer Science
    Proceedings Visualization '98 (Cat. No.98CB36276)
  • 1998
An all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling and new algorithms of restricted quadtree triangulated surfaces are described.

BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

This paper describes an efficient technique for out‐of‐core rendering and management of large textured terrainsurfaces based on a paired tree structure that fully harnesses the power of current graphics hardware.

High-quality networked terrain rendering from compressed bitstreams

A compressed multiresolution representation and a client-server architecture for supporting interactive high quality remote visualization of very large textured planar and spherical terrains with no need for run-time stitching is described.

ROAMing terrain: Real-time Optimally Adapting Meshes

This work presents an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame.

Level-of-Detail Management for Real-Time Rendering of Phototextured Terrain

Three techniques for reducing polygon count based on distance and terrain roughness provided two-orders-of-magnitude reduction in the number of polygons rendered for a sample data set of eight kilometer by eight kilometers with four meter resolution.

Progressive meshes

The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.

C‐BDAM – Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering

The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data.

Planet-sized batched dynamic adaptive meshes (P-BDAM)

The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, it outperform current adaptive tessellation solutions in terms of rendering speed and guarantees overall geometric continuity.