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Article Dans Une Revue Revue Internationale de Géomatique Année : 2012

Visualisation 3D de terrain texturé

Résumé

This paper describes a real-time out-of-core visualization method for very large textu- red terrains that achieves per-pixel geometric and color details density. It implements a scheme based on a quadtree of geometric error between height map samples at different resolution le- vels. The framework exhibits several interesting features over other existing techniques: there is no mesh manipulation or mesh data structures required; terrain geometric complexity only depends on projected elevation error, even in low geometric accuracy the outlines of objects are preserved due to normal shading technique; interactions and real-time rendering made possible by the progressive data loading; geometric information and color textures are similarly and ef- ficiently handled as raster data by the CPU. The system is compact, the CPU and GPU used effectively and the implementation of all simple enough.

Dates et versions

hal-00847517 , version 1 (23-07-2013)

Identifiants

Citer

Thanh Vu Lê, Mauro Gaio. Visualisation 3D de terrain texturé. Revue Internationale de Géomatique, 2012, 3, pp.461-484. ⟨10.3166/RIG.22.461-484⟩. ⟨hal-00847517⟩

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