Many graphics applications today have need for high-speed 3-D visualization of height fields. Most of these applications deal with the display of digital terrain models characterized by a simple, but vast, non-overlapping mesh of triangles. A great deal of research has been done to find methods of optimizing such systems. The goal of this work is to establish an algorithm to efficiently preprocess a hierarchical height field model that enables the real-time culling of occluded geometry while still allowing for classic terrain-rendering frameworks. By exploiting the planar-monotone characteristics of height fields, it is possible to create a unique and efficient occlusion culling method that is optimized for terrain rendering and similar applications. Previous work has shown that culling is possible with certain regularly-gridded height field models, but not until now has a system been shown to work with all height fields, regardless of how their meshes are constructed. By freeing the system of meshing restrictions, it is possible to incorporate a number of broader height field algorithms with widely-used applications such as flight simulators, GIS systems, and computer games.
Identifer | oai:union.ndltd.org:TEXASAandM/oai:repository.tamu.edu:1969.1/231 |
Date | 30 September 2004 |
Creators | Edmondson, Paul Michael |
Contributors | Keyser, John, Amato, Nancy, House, Donald H. |
Publisher | Texas A&M University |
Source Sets | Texas A and M University |
Language | en_US |
Detected Language | English |
Type | Electronic Thesis, text |
Format | 3618214 bytes, 122805 bytes, electronic, application/pdf, text/plain, born digital |
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