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BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization

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Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., Scopigno, R.·2003·Computer Graphics Forum

Abstract

This paper describes an efficient technique for out‐of‐core rendering and management of large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM), is based on a paired tree structure:a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These smallpatches are TINs and are constructed and optimized off‐line with high quality simplification and tristrippingalgorithms. Hierarchical view frustum culling and view‐dependent texture and geometry refinement is performedat each frame through a stateless traversal algorithm. Thanks to the batched CPU/GPU communication model,the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware.Both preprocessing and rendering exploit out‐of‐core techniques to be fully scalable and to manage large terraindatasets. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture and Image Generation;I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism.

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Metadata

Authors
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., & Scopigno, R.
Venue
Computer Graphics Forum
Publisher
Wiley
Published
2003-09
Volume
22
Issue
3
Pages
505-514
ISSN
  • 0167-7055 (ISSN-L)
  • 1467-8659
OpenAlex
W2153706058
Cited by
204
References
1
FWCI
28.85
Type
journal article
Language
en
Open access
bronze

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CoChat. (2026). Citation check: BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. https://app.cochat.ai/papers/10.1111/1467-8659.00698
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Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., & Scopigno, R. (2003). BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. Computer Graphics Forum. https://doi.org/10.1111/1467-8659.00698

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