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.