A New Seamless Multi-resolution Simplification Method for the Terrain Model

This paper presents a fast method to construct the simplified terrain model with the multi-resolution. In this method, we adopt the normal quad-tree hierarchy to subdivide the original terrain surface into the multi- resolution levels. For the sake of implementing the compressive storage and the efficient index for the elevation data, a connotative hierarchy is proposed and its corresponding index strategies are deduced. On the basis of the connotative hierarchy, we focus on resolving the crack problem of the simplified model. We firstly create the space filling curve during the simplification process to accelerate the search for the potential cracks. Afterwards, the different approaches are utilized to process the cracks in terms of the dissimilar terrain features. For this reason, we put forward an evaluation function that can selfadaptively identify the terrain feature according to the normal vector angle of the adjacent nodes in the connotative hierarchy. Consequently, there are not redundant triangles in our seamless multi-resolution terrain model. The proposed approaches are experimented on the real data and the results show that our method is relatively efficient and robust. Besides, the seamless simplified model has less number of triangles than the other common algorithm.

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

[2]  Peter Lindstrom,et al.  Out-of-core construction and visualization of multiresolution surfaces , 2003, I3D '03.

[3]  Dara Entekhabi,et al.  Embedding landscape processes into triangulated terrain models , 2005, Int. J. Geogr. Inf. Sci..

[4]  I JoyKenneth,et al.  Real-Time Optimal Adaptation for Planetary Geometry and Texture , 2005 .

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

[6]  Hanan Samet,et al.  Multi-resolution out-of-core modeling of terrain and teological data , 2005, GIS '05.

[7]  Dinesh Manocha,et al.  Quick-VDR: out-of-core view-dependent rendering of gigantic models , 2005, IEEE Transactions on Visualization and Computer Graphics.

[8]  Thatcher Ulrich Rendering massive terrains using chunked level of detail , 2000 .

[9]  Jihad El-Sana,et al.  Seamless patches for GPU-based terrain rendering , 2009, The Visual Computer.

[10]  Gyozo Jordan Adaptive smoothing of valleys in DEMs using TIN interpolation from ridgeline elevations: An application to morphotectonic aspect analysis , 2007, Comput. Geosci..

[11]  Paolo Cignoni,et al.  External Memory Management and Simplification of Huge Meshes , 2003, IEEE Trans. Vis. Comput. Graph..

[12]  Mark A. Duchaineau,et al.  ROAMing terrain: Real-time Optimally Adapting Meshes , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[13]  Jigui Sun,et al.  An Efficient Method for Very Large Scale Out-of-Core Terrain Visualization , 2006, 16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06).

[14]  Clark F. Olson,et al.  Visual terrain mapping for Mars exploration , 2004, 2004 IEEE Aerospace Conference Proceedings (IEEE Cat. No.04TH8720).

[15]  Renato Pajarola,et al.  Large scale terrain visualization using the restricted quadtree triangulation , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[16]  Kenneth I. Joy,et al.  Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies , 2005, IEEE Transactions on Visualization and Computer Graphics.