Watertight Incremental Heightfield Tessellation

In this article, we propose a method for the interactive visualization of medium-scale dynamic heightfields without visual artifacts. Our data fall into a category too large to be rendered directly at full resolution, but small enough to fit into GPU memory without pre-filtering and data streaming....

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 29(2023), 9 vom: 01. Sept., Seite 3888-3899
1. Verfasser: Cornel, Daniel (VerfasserIn)
Weitere Verfasser: Zechmeister, Silvana, Groller, Eduard, Waser, Jurgen
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2023
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
LEADER 01000naa a22002652 4500
001 NLM340511567
003 DE-627
005 20231226005442.0
007 cr uuu---uuuuu
008 231226s2023 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2022.3173081  |2 doi 
028 5 2 |a pubmed24n1134.xml 
035 |a (DE-627)NLM340511567 
035 |a (NLM)35522629 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Cornel, Daniel  |e verfasserin  |4 aut 
245 1 0 |a Watertight Incremental Heightfield Tessellation 
264 1 |c 2023 
336 |a Text  |b txt  |2 rdacontent 
337 |a ƒaComputermedien  |b c  |2 rdamedia 
338 |a ƒa Online-Ressource  |b cr  |2 rdacarrier 
500 |a Date Revised 02.08.2023 
500 |a published: Print-Electronic 
500 |a Citation Status PubMed-not-MEDLINE 
520 |a In this article, we propose a method for the interactive visualization of medium-scale dynamic heightfields without visual artifacts. Our data fall into a category too large to be rendered directly at full resolution, but small enough to fit into GPU memory without pre-filtering and data streaming. We present the real-world use case of unfiltered flood simulation data of such medium scale that need to be visualized in real time for scientific purposes. Our solution facilitates compute shaders to maintain a guaranteed watertight triangulation in GPU memory that approximates the interpolated heightfields with view-dependent, continuous levels of detail. In each frame, the triangulation is updated incrementally by iteratively refining the cached result of the previous frame to minimize the computational effort. In particular, we minimize the number of heightfield sampling operations to make adaptive and higher-order interpolations viable options. We impose no restriction on the number of subdivisions and the achievable level of detail to allow for extreme zoom ranges required in geospatial visualization. Our method provides a stable runtime performance and can be executed with a limited time budget. We present a comparison of our method to three state-of-the-art methods, in which our method is competitive to previous non-watertight methods in terms of runtime, while outperforming them in terms of accuracy 
650 4 |a Journal Article 
700 1 |a Zechmeister, Silvana  |e verfasserin  |4 aut 
700 1 |a Groller, Eduard  |e verfasserin  |4 aut 
700 1 |a Waser, Jurgen  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 29(2023), 9 vom: 01. Sept., Seite 3888-3899  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnns 
773 1 8 |g volume:29  |g year:2023  |g number:9  |g day:01  |g month:09  |g pages:3888-3899 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2022.3173081  |3 Volltext 
912 |a GBV_USEFLAG_A 
912 |a SYSFLAG_A 
912 |a GBV_NLM 
912 |a GBV_ILN_350 
951 |a AR 
952 |d 29  |j 2023  |e 9  |b 01  |c 09  |h 3888-3899