The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. Vol. XXXVII. Part B5. Beijing 2008
694
During pre-processing, terrains are represented as
multi-resolution meshes, which can be generated from bottom
to top (or refmed-to-coarse, in which a full resolution model is
created at first. Then triangles are merged recursively until a
screen space error tolerance is exceeded), or from top to bottom,
(or coarse-to-refined, which generates a coarsest-grained model
at first, then refines it). The computation complexity depends on
the vertex number in the original mesh model. So the latter is
much simpler.
The multi-resolution representation are arranged in one or more
quad-trees (or its equivalent, triangle bin-trees), or represented
as wavelets. At run time, proper levels are selected.
Most of the following approaches are based on the management
of triangulated irregular networks (TINs) which provide the best
approximation for a given number of faces, but require the
tracking of mesh adjacencies and refinement dependencies. The
mesh is refined in real-time according different strategies.
[Lindstrom et al. 1996] introduce a real-time smooth and
continuous LOD reduction using a mesh defined by right
triangles recursively subdivided according a user-specified
image quality metric. Some hierarchies use Delaunay
triangulations [e.g. Cohen-Or and Levanoni 1996; Cignoni et al
1997; Rabinovich and Gotsman 1997] while others allow
arbitrary connectivities [e.g. De Floriani et al 1997; Hugues
Hoppe 1998; El-Sana and Varshney 1999]. In [Duchaineau et al.
1997], the authors introduced ROMAing method as a very
efficient algorithm based on triangle diamonds managed with
split and merge operations performed using priority queues. The
algorithm now is widely used in games industry, but its
implementation is tedious according to [Blow 2000]. In 2002,
[Levenberg] propose to reduce the CPU overhead of the
previous binary-triangle-tree-based LOD algorithms by
manipulating aggregate triangles instead of simple triangles.
In a recent paper, Losasso and Hoppe [2004] apply the clipmap
[Tanner et al. 1998] concept to geometry for large terrains
rendering. Their GPU accelerated method is based on a set of
nested regular grids centered about the viewer. Geometry
continuity is guaranteed by using transition regions between
two grid levels using the GPU vertex shader. They use a
compression algorithm to load the full terrain model in memory.
However, this still requires the full CPU power to compute
vertex indices at every frame. In a more recent paper,
Asirvatham and Hoppe [2005] enhanced the approach by
performing nearly all computations on the GPU. Furthermore,
even if the method is very efficient, it relies on shaders, which is
not practicable to handheld devices and/or mobile devices.
Ideally, view-dependent LOD algorithms adaptively refine and
coarsen the mesh based on screen-space geometric error, the
deviation in pixels between the mesh and the original terrain.
Screen-space error combines the effects of (1) viewer distance,
(2) surface orientation, and (3) surface geometry. Since surface
orientation seldom provides significant LOD gain, many
schemes choose to ignore it. One common refinement criterion
[Blow 2000] stores at each vertex a radius defining an enclosing
sphere. The pre-computed radius encodes the local surface
approximation error, such that the neighborhood of the vertex is
refined if and only if the viewpoint enters the sphere. In
view-dependent algorithms, a terrain can be thought of as a
displacement map over trivial planner geometry. Some recent
papers have proposed hardware schemes for adaptive
tessellation of displacement maps [Gumhold and Hiittner 1999;
Doggett and Hirche 2000; Moule and McCool 2002]. So far
these schemes have only been simulated on relatively simple
grids, and they assume that the entire grid is memory-resident.
2.2 Out-of-core technique
With this aim in view, some other approaches propose to
perform either out-of-core rendering (local solution) or
streaming (networked solution) of the models.
[Pajarola 1998] extends the restricted quad-tree triangulation of
Lindstrom [1996] with another vertex selection algorithm and
amore intuitive triangle strip construction method. This is
combined with dynamic scene management and progressive
meshing to perform out-of-core rendering. More recently
[Cignoni et al. 2003b; Cignoni et al. 2003a] described a
technique for out-of-core management and rendering of large
textured terrains named batched dynamic adaptive meshes
(BDAM). BDAM is based on a pair of bin-trees of small TINs
that are computed and optimized off-line. The batched
host-to-graphics communication model guarantees overall
geometric continuity, exploits programmable GPU’s, a
compressed out of core representation and a speculative
pre-fetching for hiding disk latency. These solutions are still
impracticable for our objectives since they rely on low latencies
between mass storage and main memory. Furthermore, these
solutions also present high CPU costs.
Other methods rely on the web. [Reddy et al. 1999] described
TerraVision II that is a geo-referenced VRML97 terrains
viewer. A quad-tree hierarchy of the VRML97 LOD mode
which induces a lot of data redundancy and no care is taken to
ensure continuity between different grid levels. A more
advanced solution proposed by [Aubault 2003] relies on a
wavelet encoding to perform terrain streaming and
multi-resolution rendering. Still, this very efficient solution
requires to fetch the entire model into server’s memory and to
perform costly computations on it.
3. TERRAIN REPRESENTATION
A terrain (elevations) can be defined in several ways. First of all
it can be defined as an arbitrary mesh also known as
Triangulated Irregular Networks (TINs). This method does not
put any restriction on the terrain, and has been used in terrain
rendering. TINs provide the best approximation for a given
number of terrain faces. However the algorithms are very
complex, consume more memory, and are not very efficient for
view-dependent simplification. So another method is proposed
to define the terrain as a height map, which is a grid structure
that is equally spaced in the x and y directions. The z value is
used as the height information. The grids data are simple and
disciplinary, and consume less memory. But grids DEM are not
very flexible to describe terrains with uniform criterion. If the
grid space of height field is too wide, it tends to lost detail of
terrains especially at fluctuant region. If the grid space is too
narrow, there will be a lot of redundancy. In order to solve the
problem, this paper proposes a dynamic adaptive
multi-resolution modelling to represent terrain based on
quad-tree. It has chosen terrain representation as height map as
it allows fast collision detection between moving objects
(including camera) and the terrain. It also supports use of
hierarchical data structures for fast and easy view frustum
culling.
Considering visualization of very large real world digital terrain