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ROAMing terrain: Real-time Optimally Adapting Meshes
Open accessAbstract
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor simulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from pre-processed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and priority-computation deferral lists. ROAM's execution time is proportional to the number of triangle changes per frame, which is typically a few percent of the output mesh size; hence ROAM's performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
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References 25 · Cited by 592
Research works printed but not linked: 19
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Metadata
- Authors
- Duchaineau, M., Wolinsky, M., Sigeti, D. E., Miller, M. C., Aldrich, C., & Mineev-Weinstein, M. B.
- Affiliations
- Lawrence Livermore National Laboratory (US)
- Los Alamos National Laboratory (US)
- Venue
- Proceedings. Visualization '97 (Cat. No. 97CB36155)
- Publisher
- IEEE
- Published
- 2002-11-23
- Pages
- 81-88
- ISSN
- 1070-2385 (ISSN-L)
- OpenAlex
- W2532506824
- Cited by
- 592
- References
- 25
- Citations by year
- 2025: 1 · 2022: 3 · 2021: 4 · 2020: 1 · 2019: 3 · 2018: 9 · 2017: 5 · 2016: 6 · 2015: 10 · 2014: 16 · 2013: 15 · 2012: 34
- FWCI
- 33.85
- Type
- conference paper
- Language
- en
- Open access
- green
- www.osti.gov
- Locations
- Visualization (publishedVersion)
- OSTI OAI (U.S. Department of Energy Office of Scientific and Technical Information) (submittedVersion)
- University of North Texas Digital Library (University of North Texas) (submittedVersion)
- Funders
- U.S. Department of Energy (W-7405-ENG-36)
- Purdue University
- U.S. Navy
- Lawrence Livermore National Laboratory
- Los Alamos National Laboratory (W‐7405‐ENG‐36)
- Topics
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computational Geometry and Mesh Generation
- Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
- Keywords
- terrain visualization, ROAM, error bounds, frame-to-frame coherence, priority queues, flight simulation
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- Duchaineau, M., Wolinsky, M., Sigeti, D. E., Miller, M. C., Aldrich, C., & Mineev-Weinstein, M. B. (2002). ROAMing terrain: Real-time Optimally Adapting Meshes. Proceedings. Visualization '97 (Cat. No. 97CB36155). https://doi.org/10.1109/visual.1997.663860