180 likes | 286 Views
Distributed Handling of large Level of Detail Surfaces. Using binary triangle trees and progressive streaming. Rune Aasgaard Thomas Sevaldrud SINTEF Applied Mathematics. Several ways to the goal. Centralized rendering, image distribution Client-server terrain database. Which data where?.
E N D
Distributed Handling of large Level of Detail Surfaces Using binary triangle trees and progressive streaming. Rune Aasgaard Thomas Sevaldrud SINTEF Applied Mathematics
Several ways to the goal • Centralized rendering, image distribution • Client-server terrain database
Which data where? • Client terrain database • Near graphics system • Some simple analysis functionality • Fast updates • Server terrain database • Huge! • Fast access • Updateable / re-generateable?
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
RequirementsClient terrain model • Closeness to graphics system • Triangle sets • 3D coordinates • Texture coordinates • Normal vectors
RequirementsClient terrain model • Simple analysis functionality • Connectivity • Single elevations • Profiles • Gradients
RequirementsClient 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
RequirementsServer terrain model • Huge! • Whole earth, 30” grid (DTED Level 0): 933.120.000 points! • Whole earth, 3” grid (DTED Level 1): 93.312.000.000 points! • Luckily, 2/3 of the earth is ocean • Major parts of the land is relatively flat
RequirementsServer terrain model • Fast access, query expectations: • Grouped • Localized in area • Similar resolution level
RequirementsServer terrain model • Model creation and editing, data sources • Variable quality • Variable density • Variable complexity • … integration…?
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
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
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
Selected solution- communication • Query • indexed on coordinates • collected as a query set • Reply • Elevations • Approximation errors