A Quantitative Analysis of Culling Techniques for Real-time Rendering of Digital Elevation Models
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Date issued
2003
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
UNION Agency
Abstract
The paper is concerned with investigation of effects of culling techniques on quality and smoothness of terrain
data visualization within a 3D interactive environment. We utilize the Real-Time Optimally Adapting Mesh
(ROAM) approach, extended with a number of efficient techniques such as implicit coordinates method within
the patch array representing ROAM and the viewpoint dependent triangle rendering
method for dynamic level
of detail (LOD) updates. The method, which allows dynamic and interactive first person view, is combined with
the View Frustum culling, the Backface culling and an original Relational Position Culling. Standard error
metrics are used to verify the rendering consistency. The experimentation is conducted on two data sets
representing simple gradual contour changes (Susanville, California) and complex steep contour changes
(Kluane National Park, USA). Based on the results, applicability of each of the culling techniques to terrain
model is discussed.
Description
Subject(s)
real-time vykreslování, ořezávací techniky, terénní data, vizualizace dat, geografické informační systémy
Citation
WSCG ’2003: Short papers: The 11-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2003, 3.-7, p. 61-68.