Planetary-Scale Terrain Composition

Many interrelated planetary height map and surface image map data sets exist, and more data are collected each day. Broad communities of scientists require tools to compose these data interactively and explore them via real-time visualization. While related, these data sets are often unregistered with one another, having different projection, resolution, format, and type. We present a GPU-centric approach to the real-time composition and display of unregistered-but-related planetary-scale data. This approach employs a GPGPU process to tessellate spherical height fields. It uses a render-to-vertex-buffer technique to operate upon polygonal surface meshes in image space, allowing geometry processes to be expressed in terms of image processing. With height and surface map data processing unified in this fashion, a number of powerful composition operations may be uniformly applied to both. Examples include adaptation to nonuniform sampling due to projection, seamless blending of data of disparate resolution or transformation regardless of boundary, and the smooth interpolation of levels of detail in both geometry and imagery. Issues of scalability and precision are addressed, giving out-of-core access to giga-pixel data sources, and correct rendering at scales approaching one meter.

[1]  James F. Blinn,et al.  Simulation of wrinkled surfaces , 1978, SIGGRAPH.

[2]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[3]  Lance Williams,et al.  Pyramidal parametrics , 1983, SIGGRAPH.

[4]  Takafumi Saito,et al.  Comprehensible rendering of 3-D shapes , 1990, SIGGRAPH.

[5]  Irwin Sobel,et al.  An Isotropic 3×3 image gradient operator , 1990 .

[6]  James B. Abshire,et al.  Mars Observer laser altimeter investigation , 1993, Defense, Security, and Sensing.

[7]  Tom Davis,et al.  Opengl programming guide: the official guide to learning opengl , 1993 .

[8]  William Ribarsky,et al.  Real-time, continuous level of detail rendering of height fields , 1996, SIGGRAPH.

[9]  William Ribarsky,et al.  An Integrated Global GIS and Visual Simulation System , 1997 .

[10]  David E. Sigeti,et al.  ROAMing terrain: Real-time Optimally Adapting Meshes , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[11]  M. Garland,et al.  Fast Polygonal Approximation of Terrains and Height Fields , 1998 .

[12]  Martin Reddy,et al.  TerraVision II: Visualizing Massive Terrain Databases in VRML , 1999, IEEE Computer Graphics and Applications.

[13]  J. Dollner,et al.  Texturing techniques for terrain visualization , 2000, Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145).

[14]  Willem H. de Boer Fast Terrain Rendering Using Geometrical MipMapping , 2000, WWW 2000.

[15]  Texturing techniques for terrain visualization , 2000, VIS '00.

[16]  Valerio Pascucci,et al.  Visualization of large terrains made easy , 2001, Proceedings Visualization, 2001. VIS '01..

[17]  Thomas A. Hennig,et al.  The Shuttle Radar Topography Mission , 2001, Digital Earth Moving.

[18]  Aniruddha R. Thakar,et al.  The Hierarchical Triangular Mesh , 2001 .

[19]  Steven J. Gortler,et al.  Geometry images , 2002, SIGGRAPH.

[20]  Joshua Levenberg,et al.  Fast view-dependent level-of-detail rendering using cached geometry , 2002, IEEE Visualization, 2002. VIS 2002..

[21]  Mark J. Kilgard,et al.  Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering , 2003, ArXiv.

[22]  Paolo Cignoni,et al.  Planet-sized batched dynamic adaptive meshes (P-BDAM) , 2003, IEEE Visualization, 2003. VIS 2003..

[23]  William R. Mark,et al.  Cg: a system for programming graphics hardware in a C-like language , 2003, ACM Trans. Graph..

[24]  Marc Stamminger,et al.  Rendering Procedural Terrain by Geometry Image Warping , 2004, Rendering Techniques.

[25]  Kenneth I. Joy,et al.  Adaptive 4-8 texture hierarchies , 2004, IEEE Visualization 2004.

[26]  Frank Losasso,et al.  Geometry clipmaps , 2004, ACM Trans. Graph..

[27]  Mark Segal,et al.  The OpenGL Graphics System: A Specification , 2004 .

[28]  Hugues Hoppe,et al.  Terrain Rendering Using GPU-Based Geometry Clipmaps , 2005 .

[29]  Thomas A. DeFanti,et al.  The VarrierTM autostereoscopic virtual reality display , 2005, ACM Trans. Graph..

[30]  Tamy Boubekeur,et al.  Generic mesh refinement on GPU , 2005, HWWS '05.

[31]  Thomas A. DeFanti,et al.  The Varrier TM autostereoscopic virtual reality display , 2005, SIGGRAPH 2005.

[32]  Hans-Christian Hege,et al.  Terrain Rendering using Spherical Clipmaps , 2006, EuroVis.

[33]  Jens Schneider,et al.  GPU-Friendly High-Quality Terrain Rendering , 2006, J. WSCG.

[34]  Thomas A. DeFanti,et al.  A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality , 2007, 2007 IEEE Virtual Reality Conference.

[35]  Renato Pajarola,et al.  Survey of semi-regular multiresolution models for interactive terrain rendering , 2007, The Visual Computer.

[36]  Bas Mapping,et al.  Landsat image mosaic of Antarctica (LIMA) , 2007 .

[37]  John D. Owens,et al.  Resolution-matched shadow maps , 2007, TOGS.

[38]  Jihad El-Sana,et al.  A GPU persistent grid mapping for terrain rendering , 2008, The Visual Computer.

[39]  Tamy Boubekeur,et al.  A Flexible Kernel for Adaptive Mesh Refinement on GPU , 2008, Comput. Graph. Forum.

[40]  Fabrice Neyret,et al.  Real‐Time Rendering and Editing of Vector‐based Terrains , 2008, Comput. Graph. Forum.