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Distributed Handling of large Level of Detail Surfaces

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Presentation on theme: "Distributed Handling of large Level of Detail Surfaces"— Presentation transcript:

1 Distributed Handling of large Level of Detail Surfaces
Using binary triangle trees and progressive streaming. Rune Aasgaard Thomas Sevaldrud SINTEF Applied Mathematics

2 Several ways to the goal
Centralized rendering, image distribution Client-server terrain database

3 Which data where? Client terrain database Near graphics system
Some simple analysis functionality Fast updates Server terrain database Huge! Fast access Updateable / re-generateable?

4 Level of Detail A coarse model retained for the whole domain
Use already transferred data Refinement until required quality obtained Coarsen when possible Keep recently coarsened data in cache

5 Requirements Client terrain model
Closeness to graphics system Triangle sets 3D coordinates Texture coordinates Normal vectors

6 Requirements Client terrain model
Simple analysis functionality Connectivity Single elevations Profiles Gradients

7 Requirements Client terrain model
Updates from server when: Data becomes visible More detail is required Reduce to coarse level when: Data becomes invisible Less detail is required

8 Requirements Server terrain model
Huge! Whole earth, 30” grid (DTED Level 0): points! Whole earth, 3” grid (DTED Level 1): points! Luckily, 2/3 of the earth is ocean Major parts of the land is relatively flat

9 Requirements Server terrain model
Fast access, query expectations: Grouped Localized in area Similar resolution level

10 Requirements Server terrain model
Model creation and editing, data sources Variable quality Variable density Variable complexity … integration…?

11 Selected solution - client
Binary triangle trees Related to Lindström triangulations and ROAM algorithm Simple algorithm for triangle fan creation Simple relation between triangles and texture quads Error sphere tree instead of priority queues

12 Binary Triangle Trees - refinement split

13 Binary Triangle Trees - forced neighbor split

14 Error sphere tree Acceptance radius based on Angular resolution
Triangle approximation error Centered at triangle split point May be common for triangle pair Uses maximum radius May contain child spheres Also contains object radius

15 Error sphere tree

16 Selected solution - server
Quad trees Easily transformable to BTT Fast access system for disk based data Simple algorithm for creation and updating with more detailed data

17 Server Quad tree

18 Selected solution - communication
Query indexed on coordinates collected as a query set Reply Elevations Approximation errors


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