Real-Time streaming and rendering of terrains
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Citations
Garuda: A Scalable Tiled Display Wall Using Commodity PCs
Real-Time Rendering and Manipulation of Large Terrains
Real-Time Painterly Rendering of Terrains
Seamless heterogeneous 3D tessellation via DWT domain smoothing and mosaicking
Seamless joining of tiles of varying resolutions for online 3D terrain visualization by DWT domain smoothing
References
Geometry clipmaps: terrain rendering using nested regular grids
WireGL: a scalable graphics system for clusters
RING: a client-server system for multi-user virtual environments
Protected interactive 3D graphics via remote rendering
Fast progressive image coding without wavelets
Related Papers (5)
Frequently Asked Questions (16)
Q2. What are the basic functions of the server module?
The basic functions of the server module include managing a database of heightmaps and models, accepting incoming connections from different clients, serving the clients appropriately and quickly and handling dynamic objects in the virtual environment.
Q3. What is the definition of a dynamic environment?
An environment or mode is defined as dynamic if its objects can change in form, position or appearance or if there is any addition or deletion of objects.
Q4. What is the biggest bottleneck in rendering terrains remotely?
if the authors are to render terrains remotely, the biggest bottleneck is the available network bandwidth between the server and the client.
Q5. What is the way to visualize a battlefield?
Dynamic environments such as those used for battlefield visualization involving real terrains and multiple players is an example.
Q6. What is the objective of a geometry streamer?
The basic objective of a geometry streamer is to provide each client with data appropriate to it as quickly and efficiently as possible.
Q7. What is the method for blending factors?
The authors can calculate blending factors on a per tile basis because of the use of a regular tile structure thus reducing the amount of computation.
Q8. What are the main requirements of a client-server geometry streaming system?
The server should adapt to the different client parameters such as graphics capability, network bandwidth and connection latency.
Q9. What is the basic objective of a client-server geometry streaming system?
The server must allow the highest quality rendered output possible for the client and transmit geometry and assets that allow the client to maintain an acceptable frame-rate.
Q10. What is the method for calculating the blend factor?
Their method also calculates the blend/morph factor on a per vertex basis because of inhomoegeneous tile sizes which may slow down lower end clients.
Q11. Why do the authors need to do 3D view frustum culling?
The authors do not need to do 3D view frustum culling as terrains are injective functions on x, y, and thus can be reduced to 2D in turn to reduce number of required calculations.
Q12. What is the architecture of the system?
The architecture of the system allows a user program to include remote models from multiple servers into its local virtual environment.
Q13. What is the typical sequence of events during a walk-through of an environment with dynamic objects?
A typical sequence of events during a walk-through of an environment with dynamic objects is as follows: (1) Dynamic Object is introduced into the VE or an existing object changes form.
Q14. What is the way to stream a video?
Most media streamers allow a specific bitrate to be chosen based upon available bandwidth and dynamic changing of bitrate to adjust accurately to client parameters.
Q15. How do the authors calculate the heights of tiles?
The authors calculate the heights h for l > 0 ash = h(2i,2j) l (1 − α) + h(i,j)(l+1)αl = 0 is a special case: h = h(i,j)0(1−α) + h(i,j)1α, i, j vary as bounded.
Q16. What is the way to stream data over the web?
However even after revisions of VRML which included geometry compression (Li et al.) [4], it is not usable for web-based serving since data needs to be transmitted before rendering can begin.