ISPRS, Vol.34, Part 2W2, “Dynamic and Multi-Dimensional GIS", Bangkok, May 23-25, 2001
4. The Technology of Tile-to-Tile Edge Match [Willis 98]
For multiresolution spatial data management and calculation,
spatial data are huge. If we calculate all available data same
time, no doubt it is time resuming process. So we must look for
practice methods. This affect is normally achieved by divideing
the terrin up into retangular grid of tiles. Each tile can have
multiple LOD representations, and can switch between these
representations independently. Tiling schemes come in two
standard flavors: "replacement LODs”, where the all LOD
representations for a tile are the same size; and “Quadtree
LODs", where the current LOD tile is quartered at the next
LOD into four smaller tiles. In order for the grid of tiles to
appear as a continuous surface, each tile must match its
neighbor along their shared edge, even when the neighbor is
displaying a different LOD representation. This is typically
accomplished by forcing the geometry of the shared edge to
remain constant throughout all LOD representations of a tile.
If the border never changes, it will always match the neighbors.
But this solution comes at the expense of the visual quality of
the terrain skin. Because the edges of the tiles must remain
the same, the number of points in the edge cannot be
appropriate for the coarsest LOD and the finest LOD at the
same time. You will either have too many points for the
coarsest LOD, or too few points for the finest or both. This
uneven distribution of points and polygons along the edges of
the tiles results in odd triangulations that are visible in the final
database, thus drawing attention to the boundaries between
the tiles. Because this side-effect becomes more pronounced
as the number of LODs increases, terrain database developers
typically limit themselves to only a few LODs, even when using
more would provide better performance. And because
quadtree LODs makes this side affect even more noticeable,
terrain database developers typically avoid quadtree LODs
Fig. 11 Multiple levels-of-detail (LOD) tile
Fig.9 Terrain databases are typically
layed out on a rectangular grid.
Each rectangle of terrain is called a tile
Least
Detail
Fig. 10 The LODs create distracting
Medium
Detail
Most
Detail
To solve above, A tile can be partitioned into 5 parts: an interior,
and 4 seams, each of which touch one edge of the tile
perimeter. Any seam can be swapped out for a different
representation, as long as the inner edge of the seam remains
the same. Multiple representations of a seam allows a single
tile to match to different LODs of its neighbors, while the
number of points along the edge of the tile changes with each
LOD. Each seam has multiple LOD representations, one to
match each LOD representation of the adjacent tile. The seam
acts as a transition zone between LODs. If the seams are
LOD-switched properly, the edges between tiles can change
while still maintaining an unbroken surface.
Both Tiles at Saine Detail
Fig. 12 Tile is divided five areas.
Fig. 13 Seam Substitution
Fig. 14 Tile Mixing and Match
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